#include "octane-oslintrin.h" shader OslGeometry( color noiseTex = color(1,1,1), float noiseScale = -0.357, float marchStepMultiplier = 0.185, output _sdf c = _SDFDEF) { // the scaled noise vector float s = (noiseTex[0]) * noiseScale; vector p = P; // calculate the sphere sdf distance float x = sqrt(p[0]*p[0] + p[1]*p[1] + p[2]*p[2]) - 1; c.dist = marchStepMultiplier*(x + s); }