But wait. That would make an extremely heavy otl wouldn't it? So as I figure out what nodes and settings to use in the shader, I will be creating python script that will go with the otl to create the nodes when the user pushes a button. Do they want a displacement pass? Check a box and the script should create/modify the rop to output a file, as well as add some sort of displace along normals node, a texture map and a noise for the user to play with.
To start off with this first week, I will make a simple shader that has a color on it that is added to a simple scene. From this scene I will output a color map, just the straight color meaning that the color needs to be emitted out, and a height map for displacement. After I figure that out, I will put that into an otl and make sure that transferring the shaders from one scene to another with the otl works, then I will implement the shaders in python. Hooray for python!!!
I don't understand where the "wall" is coming from. There are errant pixels somewhere in the render.