Just about to send you a PM with a link to the scene. ![]()
It seems that you are missing the “rhfunctions.h” file, which comes with the archglass shader. It seems to work fine if I add it beside the OSL file.
I forgot to attach it in the upload but it is there on the disk. I didn’t make up that renderlog either, it came from that scene.
I think it is safe to ignore it. But if you can tell us the exact steps needed to get to this error it will be quite helpful.
A ready made scene is not useful, because there we’ll see only the consequences of the bug, but won’t find how it had happened.
How are you creating the material and how are you manipulating the parameters/attributes? Do you use some scripts?
I know this thread is kind of old, but I just bumped into it and got excited about that glass shader.
With vray next this doesnt seem to work.
Get following message:
<buffer>:264: error: function ‘microfacet_ggx’ was not declared in this scope
Any idea if this is fixable?
We’ll check it out, thanks for the report!
Best regards,
Vlado
Hi Manuel, V-Ray Next switched to OSL 1.8 which deprecated all specific microfacet_NNN() functions in favor of the more generic microfacet(). I’ve patched the original code by Rens so that it compiles in Next as well.
Best regards,
Ivan
archGlass_mat_v002.txt (9.51 KB)
Great, thank you!
I’ll try it out.
Thank you ikomotov for editing the file.
Ok, it loads without the error message now . But in the shader parameters nothing is visible. It renders the material on my workstation, but not on the render node in distributed rendering. Black where a window should be. (I copied the OSL file and the *.h file to the render node Plugins folder). I seems I have to learn first, how to use and configure OSL shaders. I thing, this Arch_glass shader is essential for windows reflections. Until now I distorted the things to be reflected in Photoshop and mapped this to a box. But if the windows reflect other parts of the model it doesn´t work of course.
Hey guys,
I thought of hjacking this thread. I wanted to dive in a little bit into the whole osl shader thing. At the moment I wanted to create a possible BerconTile alternative as a pure osl shader.
I looked into the SimpleTiles osl, which comes with 3dsMax. But I struggle with the uvw mapping per tile. I would to have a proper uvw mapping per tile. Can anyone point me to maybe some tutorials or further stuff to read, which could help me in this regard?