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In the hope that others will help me grow this collection of shaders
I thought I would list some guidlines of what I think should be considered
when creating an osl script.
In this repository I have chosen to use a convention used within the
renderman community by starting the script name with the authors initials
to prevent having ten scripts named marble1 marble2 marble3...
While it doesn't appear to be necessary I also have the shader function
name match the script filename.
In order to help blender users make use of these scripts the first aim is
to have some consistency. While the comments at the top don't make the script
work any better it does help to identify the origin of the script and to help
find the latest version as well as to find more sripts that may be helpful.
Some explanation for using less obvious script settings are also useful
within the comments.
An example simple comment header --
/*
* MAScales.osl by Michel J. Anders (c)2012
* from https://github.com/sambler/osl-shaders
*
* license: cc-by-sa
*
* original script from -
* http://blenderthings.blogspot.co.uk/2012/11/a-scales-osl-shader-for-blender.html
*
*/
The first priority with scripts is to make the input and output paramater names
feel consistent with blenders built-in nodes. For example the input sockets
used for texture coordinates are called Vector. Output sockets use names like
BSDF Color and Fac. Consider what node sockets will be connected to your script.
While technical users will be making these scripts, we need to remember that
most blender users are not technically minded and would rather not read
through the script to understand what each paramater is for.
Visible variable names should be descriptive and helpful to non-technical users.
For example use a name like Density not a short non-descriptive name like Da.
Multiple words joined together should be capitalised (camel case) as it helps
to identify what words have been squashed together. It is OK to use common
abbreviations like Freq Col and Amt within longer names to prevent them
getting too long.
It can help to order the variables so that they are grouped together logically.
Using DWParquette as an example - I start with Vector then a few settings
that effect the overall look, followed by controls for the grain appearance
then colour choices and end off with adjusting the size of the planks
that divide up each square. In LGVeinedMarble I have DiffuseAmt/Color
followed by SpecularAmt/Rougness/Color VeinFreq/Level/Color then the
warp settings and end with sharpness.
If you are creating the script from scratch please choose a licensing term
to apply to the script. While the creative commons terms are well known you may
wish to use a more traditional programming license such as BSD MIT or GPL.
If you wish to restrict commercial use or any other terms of use
please make that clear.