Hi all,
We're designing a new workflow to make a procedural texture which is achieved by authoring an OSL shader via VrayTexOSL and then plugging it into a VrayMtl or SSS. In concept it is working exactly as expected, however due to some VrayTexOSL limitations we have kind of hit a roadblock.
The first issue is that I can't directly connect attributes. I've created 15 input matrices (well, 4x15 vectors which specify a projection matrix, due to the limitation that matrices can't be in shader input arguments) and tried to make connections from 15 orthogonal camera matrices, however the node can't be driven or keyframed at all. Is this possible to solve without making an ugly callback in Maya to change the values on frame changed?
The second issue is that I'd like to use a second UV set for displacement. Now I know VrayMtlOSL doesn't support the displacement shader, but it seems to support it if I use a VrayTexOSL, however I can't seem to change the UV set for this. What would be nice is to have the ability to have access to all uvCoords in the OSL Tex shader (like u, v, there could be u2, v2 or perhaps an array for any that are not the first one) or at least a way to specify the set that you want using uvChooser (which would be fine for us in this use case).
I haven't tried UVs in 3DS Max yet to see if it is working there, but I'm pretty sure I can't use param wires to drive input arguments.
Kind regards
-Alex
We're designing a new workflow to make a procedural texture which is achieved by authoring an OSL shader via VrayTexOSL and then plugging it into a VrayMtl or SSS. In concept it is working exactly as expected, however due to some VrayTexOSL limitations we have kind of hit a roadblock.
The first issue is that I can't directly connect attributes. I've created 15 input matrices (well, 4x15 vectors which specify a projection matrix, due to the limitation that matrices can't be in shader input arguments) and tried to make connections from 15 orthogonal camera matrices, however the node can't be driven or keyframed at all. Is this possible to solve without making an ugly callback in Maya to change the values on frame changed?
The second issue is that I'd like to use a second UV set for displacement. Now I know VrayMtlOSL doesn't support the displacement shader, but it seems to support it if I use a VrayTexOSL, however I can't seem to change the UV set for this. What would be nice is to have the ability to have access to all uvCoords in the OSL Tex shader (like u, v, there could be u2, v2 or perhaps an array for any that are not the first one) or at least a way to specify the set that you want using uvChooser (which would be fine for us in this use case).
I haven't tried UVs in 3DS Max yet to see if it is working there, but I'm pretty sure I can't use param wires to drive input arguments.
Kind regards
-Alex
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