Executes OSL shaders to perform object processing. Use the shaders from the OSL/ObjectProcessing menu to read primitive variables from the input object and then write primitive variables back to it.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The shader to be executed - connect the output from an OSL network here. A minimal shader network to process P would look like this :
The interpolation type of the primitive variables created by this node. For instance, Uniform interpolation means that the shader is run once per face on a mesh, allowing it to output primitive variables with a value per face. All non-constant input primitive variables are resampled to match the selected interpolation so that they can be accessed from the shader.