Announcement

Collapse
No announcement yet.

OSL Advanced Wood Randomization

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • OSL Advanced Wood Randomization

    Hi, i'm trying to get OSL advanced wood to randomize per object/element but i'm having trouble getting it to randomize at all when rendering. What i ultimately want is to be able to have a butcher block design with slight randomized variation in wood grain and color, and have the randomization work on the element level. If it matters, i'm using GPU rendering.

    I got a setup that works how i want it, but it only seems to affect the viewport (screenshots attached). When i render, the variation doesn't appear and each object is identical with the same color and grain across the entire object. Anyone know why this doesn't work? I know the regular Advanced Wood node isn't supported on GPU but it seems the OSL version seems to work. Also, any improvements to anything is welcome as i just barely got this to work.

    Thanks!


    Attached Files

  • #2
    The issue stems from the OSL UVWRandomizer, which does not seem to work in GPU. A workaround that would simplify your randomizing procedure significantly would be to use VRayUVWRandomizer (our own implementation of the OSL node), which will let you randomize by a variety of categories, without the need to set Data Channels, etc. However, for that to work - you need to bake the Advanced Wood Map and import it back as VRayBitmap since you cannot simply plug it in the Advanced Wood UVW slot (the VRayUVWRandomzier works with VRayBitmaps and VRayTriplanarTexs only). The node chain should look something like this: VRayUVWRandomizer -> (optional: VRayTriplanarTex) -> VRayBitmap -> VRayMtl).
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      Thats a bummer if it doesn't work for GPU. The set up i had before used vray triplanar and uvwrandomizer, but I was trying to get away from using bitmaps and instead use something procedural so the grain transitions around corners correctly. Advanced wood is perfect. I don't know the first thing about baking the textures, especially if i want unique wood grain per slat (or at least unique enough) in each block and have the grain align around corners. I'm under the assumption though if I use bitmaps then randomize (especially with triplanar) that there's no chance the grain will perfectly transition around corner/ends since its different textures for the ends vs the sides. I'm reading Basic Texture Baking with V-Ray​ to see what i can do, but it looks like its a lot of work so far.

      Comment

      Working...
      X