I am currently experimenting with OSl capabilities inside Vray 6 using procedural.noises using osl.
They work, but I am encountering a potentially working as designed scenario inside Maya.
As long as it is a VRayOSLTex, it always wants uvs or a projection and will thus not be fully what I am after.
Using rhe same on a VRayOSL shader works as expected.
The current noises are meant to be used as shader inputs, which is of course not, what I can use with the closure output from the OSLMaterial.
Is there a way I can utilise a VRayOSLTex without UVs, triplanar or anything else or is rhe shader the only way?
Thought so…
the base idea is to hand some procedural inputs to the team for making their shaders, hence a texture would be more suitable from an artist point fo view.
The shader just came into play as I guessed this would give me control over uv space usage, which it does.
The challenge this presents, is the lack of easily handing just the map I am after to the artists, but rather needing to build a complete shader to utilize it correctly.
Which might limit the use for things like displacement, but wiht the limitations known, new solutions come to mind