Interactive lookdev with appleseed inside Image Engine's Gaffer (update #2) on Vimeo

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Larry Gritz

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Oct 21, 2015, 3:02:03 AM10/21/15
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This is interesting:

https://vimeo.com/125823120


Did anybody here work on this? I have some questions about what you're doing.

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Larry Gritz
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Esteban Tovagliari

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Oct 21, 2015, 5:47:52 AM10/21/15
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Hi Larry,

This is interesting:

Thanks.
 
Did anybody here work on this? I have some questions about what you're doing.
 
Integrating appleseed in Gaffer is one of my open source projects. I also added OSL support to appleseed.
I can probably answer your questions.

Est.

Larry Gritz

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Oct 21, 2015, 6:17:22 PM10/21/15
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I'm just curious how you communicate the changes to OSL as you're doing the interactive adjustments. Every time the mouse moves, do you send (and optimize/JIT) a new version of the shader network? Or are you taking advantage of the ReParameter feature (marking a param as lockgeom=0 and sending new values as they drag)? If so, is that working well for you? Are there shortcomings we should be addressing or sources of overhead we should be concerned about?

-- lg

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Larry Gritz
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Adrien Herubel

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Oct 22, 2015, 5:32:15 AM10/22/15
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Hi,

We also do interactive rendering in our renderer, for now we are just
re-uploading the shading network as the compilation is fast
enough for our use cases.

--Adrien
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Esteban Tovagliari

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Oct 22, 2015, 4:56:06 PM10/22/15
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Hi,

We are sending a new version of the shader network. It has worked well so far.
Checking ReParameter is in my todo list.

Est.

Daniel Heckenberg

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Oct 22, 2015, 5:23:16 PM10/22/15
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Likewise, we're doing full shader recompile during interactive edits in Glimpse.  That's partly to avoid an alternative code path and partly because we don't have a trivial mapping between the materials that the user works with and the final shader.

Performance has not been an issue for any of our production shaders and the workflow is fantastic for lookdev.

cheers,
Daniel

Rob Pieké

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Jun 7, 2019, 1:19:28 PM6/7/19
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I'm reviving this (now ancient) thread to see if anything's changed in people's adoptions of OSL into interactive shader editing environments. Is everyone still doing a "from-scratch" rebuild&reoptimise on each mouse event, or leveraging lockgeom&reparameter (or similar mechanisms) for faster changes?
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