Features
- Metals and non-metals. Uses complex Fresnel for metals and switches to non-complex for non-metals for quicker rendering.
- Polarisation for both, should you want to play around with that.
- Outside medium IOR, for example for objects under water.
- Aaaand… rough Fresnel!
Because there are only 24 hours in a day? Because we have also 100 other things to do? Like a denoiser, to take an example at random… Or ftupid Maya 2016.5 stuff… Will get to it, but in the meantime, this is exactly why you have OSL.
Keep in mind that implementing glossy Fresnel properly is not possible with OSL, it must be done in the BRDF implementation itself. You can only get an approximation with OSL.
Great work Rens, stuck in Clarisse land at the minute but gonna have a dig through this in July - osl seems really useful. Also just finished some film shots with Jan Volckmann - he’s great fun to be around and does really subtle comp work.
Very cool Rens.
I’m using your mixNormalMaps map allmost every day. You really deserve your entry;)
Looking forward to try this one and see your library grow.
Features
- Displays the UDIM tile number as text or as a colour value.
How to use
– Create a VRay OSL Texture map.
– Load in the downloaded .osl shader.
– Create a VRayLightMtl.
– Plug the OSL map into the color.
– Disable ‘wrap texture coordinates’ in the OSL tex!
Well we have OSL. So we do have it. You can’t implement all the things into the VRayMtl. I mean sure it would make sense but as I see it it is not a high priority issue since we are able to achieve it with OSL to a certain extend.
Thanks! With this it shouldn’t be hard to make some 8-bit adventure game in activeshade mode. No need for a boss key hehehe : )
Thanks! I have a couple more ready to go in the next few days!
I haven’t tested it yet, but if thin film works in Maya as Dmitry said then this should hopefully work as well. Texture/colour inputs are different in Max and other applications. The reflector shader just checks to see if VRay is used and then switches the input type, so if it works in Maya with VRay it should work everywhere. : )
CamMapScale
Scales an image to the original image ratio when using Camera Map Per Pixel, instead of the annoying ‘feature’ where it scales the image to the render output size.
So if you have a square image, you can project a square image!
Features
– Scales the input image back to its original aspect ratio when using Camera Map Per Pixel.
How to use
– Create a VRay OSL Texture map.
– Load in the download OSL shader.
– Plug in the map and set your render and map resolution. The shader will scale the image back to the map resolution.
– Make sure ‘wrap texture coordinates’ (General tab) is disabled in the OSL shader!
This is great Rens! So glad I found it this thread!
Vlado, would it be possible to make a forum board for OSL? Typing “OSL” in the search results in “Sorry - no matches. Please try some different terms.” It would be awesome to have a central place where we can all share this OSL goodness (and a place where we could find it too!). I’d suggest that the OSL board be for all applications, not just Max or Maya.