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	<title>Comments for Julius Ihle</title>
	<atom:link href="https://julius-ihle.de/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>https://julius-ihle.de</link>
	<description>LookDev/Lighting TD &#124; Compositor</description>
	<lastBuildDate>Sat, 21 Oct 2023 10:29:53 +0000</lastBuildDate>
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		<title>Comment on Playing with OSL #6: Fake Refraction Parallax by Julius</title>
		<link>https://julius-ihle.de/?p=2829#comment-2879</link>
		<dc:creator><![CDATA[Julius]]></dc:creator>
		<pubDate>Sat, 21 Oct 2023 10:29:53 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-2879</guid>
		<description><![CDATA[Hey, thanks for the kind words! 

In fact I was pondering with exactly the same question when I initially wrote the shader... Unfortunately I couldn&#039;t find a proper solution, as I couldn&#039;t find a solution either to modify the mapping of incoming color inputs. I&#039;m not sure if it&#039;s possible in OSL at all. I understand it limits flexibility a bit but it&#039;s the best I could come up with for now... Maybe some day later I will revisit it. :)

Sorry also for the very late reply, I unfortunately had some issues with spam on my site and some comments got lost.

Best,
Julius]]></description>
		<content:encoded><![CDATA[<p>Hey, thanks for the kind words! </p>
<p>In fact I was pondering with exactly the same question when I initially wrote the shader&#8230; Unfortunately I couldn&#8217;t find a proper solution, as I couldn&#8217;t find a solution either to modify the mapping of incoming color inputs. I&#8217;m not sure if it&#8217;s possible in OSL at all. I understand it limits flexibility a bit but it&#8217;s the best I could come up with for now&#8230; Maybe some day later I will revisit it. :)</p>
<p>Sorry also for the very late reply, I unfortunately had some issues with spam on my site and some comments got lost.</p>
<p>Best,<br />
Julius</p>
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	<item>
		<title>Comment on Smoothing dotty Specular Highlights in Motionblur by Julius</title>
		<link>https://julius-ihle.de/?p=2228#comment-2877</link>
		<dc:creator><![CDATA[Julius]]></dc:creator>
		<pubDate>Sat, 21 Oct 2023 10:24:22 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2228#comment-2877</guid>
		<description><![CDATA[Hi,

If the renderer allows you to read motionvectors in a shading node you can read that information directly in the shader - no need to prerender anything.

Best,
Julius]]></description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>If the renderer allows you to read motionvectors in a shading node you can read that information directly in the shader &#8211; no need to prerender anything.</p>
<p>Best,<br />
Julius</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #6: Fake Refraction Parallax by Andre</title>
		<link>https://julius-ihle.de/?p=2829#comment-1619</link>
		<dc:creator><![CDATA[Andre]]></dc:creator>
		<pubDate>Sun, 20 Aug 2023 09:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-1619</guid>
		<description><![CDATA[Hello Julius,

As always awesome stuff. I actually tested the osl on a character and got some insanely interesting results.

I just wanted know if we could make it work on udim ? I modified the code but I could not get more than 10 udims to be loaded. And when we changed the colorspace in the code, it works but only for a single texture.

And one question, I am not sure but is it slow to load on the farm? Tractor is like waiting one hour to start the render.

Thanks anyway just some questions to see how far we can push it.

Take care.

Andre]]></description>
		<content:encoded><![CDATA[<p>Hello Julius,</p>
<p>As always awesome stuff. I actually tested the osl on a character and got some insanely interesting results.</p>
<p>I just wanted know if we could make it work on udim ? I modified the code but I could not get more than 10 udims to be loaded. And when we changed the colorspace in the code, it works but only for a single texture.</p>
<p>And one question, I am not sure but is it slow to load on the farm? Tractor is like waiting one hour to start the render.</p>
<p>Thanks anyway just some questions to see how far we can push it.</p>
<p>Take care.</p>
<p>Andre</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Smoothing dotty Specular Highlights in Motionblur by Joe</title>
		<link>https://julius-ihle.de/?p=2228#comment-1451</link>
		<dc:creator><![CDATA[Joe]]></dc:creator>
		<pubDate>Mon, 05 Jun 2023 10:41:59 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2228#comment-1451</guid>
		<description><![CDATA[Do we need pre-render the motionvector before feeding in as a mask, or it capable to generate on-the-fly and feed to read like a loop?]]></description>
		<content:encoded><![CDATA[<p>Do we need pre-render the motionvector before feeding in as a mask, or it capable to generate on-the-fly and feed to read like a loop?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #6: Fake Refraction Parallax by Daniel</title>
		<link>https://julius-ihle.de/?p=2829#comment-1434</link>
		<dc:creator><![CDATA[Daniel]]></dc:creator>
		<pubDate>Fri, 17 Mar 2023 07:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-1434</guid>
		<description><![CDATA[Hey Julius!
Awesome script!
Do you have any idea how to make osl to be able to sample incoming color/texture input as an input, and not texture?
I tried to look into it, and as far as I can tell your solution basically changes the UV coordantes where you sample the saved out texture file. But is it possible to change the functionality to read a color input, look up the modified UV locations on the input? 
This would make it more easier to feed in &quot;in shader&quot; modified textures and maps. 

I tried to look it up in the OSL documentation, but I could&#039;nt figure out a solution, how to look up &quot;not the actively shaded color input pixel&quot; in OSL.]]></description>
		<content:encoded><![CDATA[<p>Hey Julius!<br />
Awesome script!<br />
Do you have any idea how to make osl to be able to sample incoming color/texture input as an input, and not texture?<br />
I tried to look into it, and as far as I can tell your solution basically changes the UV coordantes where you sample the saved out texture file. But is it possible to change the functionality to read a color input, look up the modified UV locations on the input?<br />
This would make it more easier to feed in &#8220;in shader&#8221; modified textures and maps. </p>
<p>I tried to look it up in the OSL documentation, but I could&#8217;nt figure out a solution, how to look up &#8220;not the actively shaded color input pixel&#8221; in OSL.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #2: TriPlanar / RoundCube Shader by Julius</title>
		<link>https://julius-ihle.de/?p=2433#comment-869</link>
		<dc:creator><![CDATA[Julius]]></dc:creator>
		<pubDate>Mon, 19 Dec 2022 17:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2433#comment-869</guid>
		<description><![CDATA[Hey,

Great question! Unfortunately it requires a bit more work in making sure that the tangents are aligned. I didn&#039;t get to look into this yet. It surely is possible but due to time constraints and me not using normal maps that often I&#039;m afraid I won&#039;t have a solution as of now :(]]></description>
		<content:encoded><![CDATA[<p>Hey,</p>
<p>Great question! Unfortunately it requires a bit more work in making sure that the tangents are aligned. I didn&#8217;t get to look into this yet. It surely is possible but due to time constraints and me not using normal maps that often I&#8217;m afraid I won&#8217;t have a solution as of now :(</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #2: TriPlanar / RoundCube Shader by joie</title>
		<link>https://julius-ihle.de/?p=2433#comment-867</link>
		<dc:creator><![CDATA[joie]]></dc:creator>
		<pubDate>Wed, 14 Dec 2022 05:00:58 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2433#comment-867</guid>
		<description><![CDATA[Now this is great and usefull, thank you!
Just a question, it would be complex to be able to use it with tangent normal maps AND keep its own vectors correct, so they are consistent with object and axis orientation?]]></description>
		<content:encoded><![CDATA[<p>Now this is great and usefull, thank you!<br />
Just a question, it would be complex to be able to use it with tangent normal maps AND keep its own vectors correct, so they are consistent with object and axis orientation?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #3: WindowBox Shader by Alan Barry Wilson</title>
		<link>https://julius-ihle.de/?p=2451#comment-842</link>
		<dc:creator><![CDATA[Alan Barry Wilson]]></dc:creator>
		<pubDate>Mon, 05 Sep 2022 19:48:52 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2451#comment-842</guid>
		<description><![CDATA[Ok I think I am stupid. I want use your script but I am net understanding how or where to install  it properly

Cheers

Alan]]></description>
		<content:encoded><![CDATA[<p>Ok I think I am stupid. I want use your script but I am net understanding how or where to install  it properly</p>
<p>Cheers</p>
<p>Alan</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #3: WindowBox Shader by FixPlease</title>
		<link>https://julius-ihle.de/?p=2451#comment-808</link>
		<dc:creator><![CDATA[FixPlease]]></dc:creator>
		<pubDate>Sun, 10 Jul 2022 13:34:02 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2451#comment-808</guid>
		<description><![CDATA[When I freeze transformations on the window with my parallax shader, the image becomes distorted. Does anyone know how to fix this?]]></description>
		<content:encoded><![CDATA[<p>When I freeze transformations on the window with my parallax shader, the image becomes distorted. Does anyone know how to fix this?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Playing with OSL #5: Arnold Reflection Alpha + Utilities by Darcel</title>
		<link>https://julius-ihle.de/?p=2788#comment-679</link>
		<dc:creator><![CDATA[Darcel]]></dc:creator>
		<pubDate>Tue, 04 Jan 2022 03:37:49 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2788#comment-679</guid>
		<description><![CDATA[Great explanation as always!  Thank you for creating such useful VFX information big fan of your work!  Happy New Year!]]></description>
		<content:encoded><![CDATA[<p>Great explanation as always!  Thank you for creating such useful VFX information big fan of your work!  Happy New Year!</p>
]]></content:encoded>
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