Is there a trick to make octane displace using OSL to sample a bitmap? I have tried it a few different ways and it seems to work fine with triplanar, built-in uvs, other projections, etc. it also works fine with procedural noise, etc generated within the OSL shader. As soon as I instruct OSL to sample a bitmap using supplied uv values, displacement stops working. and ideas? here's my osl test shader:
#include <octane-oslintrin.h>
shader customuv
(
color img = color(0.0, 0.0, 0.0),
color uv = color(0.0, 0.0, 0.0),
output color result = color(0.0, 0.0, 0.0)
)
{
result = _evaluateDelayed(img, uv[0], uv[1]);
}