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Apr 21, 2018 at 6:09 comment added Robin Betts Phew.. that's almost a relief. A lot of trial and error avoided.
Apr 21, 2018 at 6:08 vote accept Robin Betts
Apr 20, 2018 at 22:21 comment added Rich Sedman @RobinBetts see my edit - I've pretty much convinced myself that the 'shade' option isn't implemented (as is with the 'traceset' option).
Apr 20, 2018 at 22:20 history edited Rich Sedman CC BY-SA 3.0
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Apr 20, 2018 at 16:20 comment added Rich Sedman I see what you mean - and re-reading the OSL spec does seem to indicate potential recursive shading - so if it was the same shader it could potentially get trapped indefinitely unless your code sets some kind of bounce limit.
Apr 20, 2018 at 16:01 comment added Robin Betts I'll have to try it ... but what I don't understand is, if 'the shader' to be executed is this shader, but at the hitpoint, that's a recursion, and would have to be bottomed out somehow .. (by a threshold value, condition, or message). Even if the hitpoint executes its own assigned shaders, from its own material, it seems to me that would still be calling a shader twice on the same point? Once by us, and again during the renderer's normal progress?
Apr 20, 2018 at 14:43 history answered Rich Sedman CC BY-SA 3.0