I’m using a link between the material and the light based on the light position to get an effect similar to the diffuse shader that interacts with the light. It’s working good but I can’t receive any shadows with this setup because it’s directly connected to the light. (I’m using this setup because in cycles we can’t convert shader to RGB like Evee). This is a test to get what I mean
so I searched and found that OSL might help in this situation either by
converting the shader data (closure) to RGB or
obtaining in the received shadows as RGB mask inside the shader itself.
I’ve got an OSL script that uses the diffuse toon shader inside the osl all I need to do is converting the output type from closure to RGB.
color Diffuse_Color = color(0.6, 0.8, 0.6),
normal Normal = N,
output closure color BSDF = 0
OSL does not support such a conversion, and Cycles doesn’t either. It’s not an arbitrary limitation in the shader nodes, but relates to fundamental design decisions in the renderer that are not easy to work around.
Similar images were posted on a different topic I was following (about caustics)
before it ended up closed, it looked weird that they popped up again here, I think it is some kind of troll, the profile of the user on the caustics thread was created on January 19 (just a few days ago)