I believe the newly added osl geometry shaders are intended to provide primvar generation. The idea being that in addition to writing pixel colours, osl networks can be used to write per vertex attributes. Not sure what state the osl stuff is in though - John?
As for writing alembic files, if memory serves me there is a basic 'SceneWriter' node - but it may only output .scc files rather than .abc
Also, I think it was a bit of a prototype and isn't actually available from the node menu, so you'd have to create one via the script editor....
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There are some comments from John in this thread about writing procedurals that are probably a good place to start:> And where is the source code for the procedurals which output the geometry so I can see what they are doing?
https://groups.google.com/d/msg/gaffer-dev/l6b_rA4UCiU/dF0RP7edBZ4J
> Does Gaffer have a way of attaching primitive variables to geometry?Yeah, I think John's OSL stuff is going to be the way to do complex primvar manipulation. But there are probably also some basic nodes missing for creating constant primvars or renaming things. It looks like all you can do at the moment is delete primvars.
> And also is it possible to export an Alembic file from Gaffer?Not at the moment - .scc scene export is in a prototype phase, and Alembic support is behind .scc.
-Daniel
https://github.com/ImageEngine/gaffer/pull/791
What sort of complex primvar manipulations are you talking about?
The OSL stuff is beginning to take pretty good shape now too. Previously the OSL processing node could only write to the P primitive variable, but it can now read from and write to arbitrary variables (for now, they must have vertex interpolation though). I've also just turned on an OSL "make-it-faster" option which I had overlooked before, which along with some of the optimisation that went into version 0.92.0 is making the speed feel fairly reasonably.
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What sort of complex primvar manipulations are you talking about?One thing that I'm interested to try at some stage is generating compression/tension info to drive dynamic displacement maps within Gaffer. John's suggested that it could be possible (one day) to perform edge length comparisons between a 'deformed' mesh and a 'rest' mesh, then average values and write them on to the deformed mesh as primvars.
The OSL stuff is beginning to take pretty good shape now too. Previously the OSL processing node could only write to the P primitive variable, but it can now read from and write to arbitrary variables (for now, they must have vertex interpolation though). I've also just turned on an OSL "make-it-faster" option which I had overlooked before, which along with some of the optimisation that went into version 0.92.0 is making the speed feel fairly reasonably.With that in mind John - any chance of a public build for 0.92.1 ?
The OSL stuff you are doing does sound interesting - it sounds very much like Houdini VEX except for (ironically) shading.
The OSL stuff you are doing does sound interesting - it sounds very much like Houdini VEX except for (ironically) shading.
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