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Is it possible to create a universal scaling map in OSL? Like for example I created a composite map consisting of say 10 maps and I like the overall result, but I want to have it scaled down by 25%. Usually I'd have to go in each map, do the scaling/tiling. A node doing that for me with say a multiplier would be awesome. I amaware I can do this when setting up a shader with a multiplier controller, but I'd rather have it as one single node. I don't know if it's at all possible with OSL.
Software: Windows 7 Ultimate x64 SP1
3ds Max 2016 SP4
V-Ray Adv 3.60.04
Is it possible to create a universal scaling map in OSL? Like for example I created a composite map consisting of say 10 maps and I like the overall result, but I want to have it scaled down by 25%. Usually I'd have to go in each map, do the scaling/tiling. A node doing that for me with say a multiplier would be awesome. I amaware I can do this when setting up a shader with a multiplier controller, but I'd rather have it as one single node. I don't know if it's at all possible with OSL.
It's not perfect for everything but there's a uvw xform modifier that does this.
That blur node works really well, but it makes the render around 3x slower with a mild blur...
Well I never said it would be quick, hence the name.
But 3x seems a bit much. Did you increase the scale until you started seeing blocks and lines in the blur? However it does become exponentially slower with increasing blur size, OSL doesn't really work well for this, so use it only where you need it.
Well I never said it would be quick, hence the name.
But 3x seems a bit much. Did you increase the scale until you started seeing blocks and lines in the blur? However it does become exponentially slower with increasing blur size, OSL doesn't really work well for this, so use it only where you need it.
Yes, i followed what you said in the initial post, and it really slows down a lot if the blur size is somewhat large. Only thing i could think of where i would use this node would be with procedural stuff, still haven't tested with them, but with a 4k map its around 3x slower, but then again with maps i would rather blur in PS.
I'm curious, where and in what situations would you guys use the blur node, taking in consideration it will be always slower than just rendering a blurred version of a map?
Yes, i followed what you said in the initial post, and it really slows down a lot if the blur size is somewhat large. Only thing i could think of where i would use this node would be with procedural stuff, still haven't tested with them, but with a 4k map its around 3x slower, but then again with maps i would rather blur in PS.
Yep, or with the blur parameter on the bitmap node itself.
How about a single sheet scattering material, which simulates scattering of light with single sided geometry (like leaves) I feel that the current 2sided mtl can be better with support of sss, I mean it works fine but at ilm we had to do all kinds of tricks with real sss ontop of it to make it look good and its a pain in the ass a bit, and also 2sided mtl does not have a render element..
The archglass looks really cool but I'm struggling to understand a key concept
This shader allows you to simulate full window glass geometry with only one plane
Can this shader be used on a pane of glass that actually has a thickness? Would I be correct in assuming this would be achieved by setting both "VRay IOR Out and VRay IOR Glass" to 1.550.
Currently VRay IOR Out set to 1 which I think is why it is supposed to be used on a plane without a thickness?
Sorry for the double post, but Vlado, is there a difference between how Max and Maya interpret OSL shaders? It seems no normal map works with this particular glass OSL shader in Maya. I'm assuming it's to do with the code itself, in that Max is Z up and Maya is Y up?
If anyone else could give me a pointer on where to start editing to fix this, I'd be happy experimenting with the code to get this working in Maya - it's an awesome glass shader!
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