The anyhit shader only needs one direct texture lookup this way.
And so no additional code generated from the evaluated expression of the MDL material is needed. And also no additional call to a “direct callable” would be required.
I think its faster when not calling such an additional “direct callable”. And yet I’m also not aware of a MDL example (for OptiX), which could operate on OptiX-geometry using “geometry.cutout_opacity”. What type of direct callables would be provided in that case?
Would it also be “__direct_callable__mdlcode_init”? And how should that interact then with an OptiX anyhit shader? Is there even a way to apply it in an OptiX-Intersection shader?
thank you,
m1