Overview of OSL Shaders in Octane

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Re: Overview of OSL Shaders in Octane

Postby coilbook » Fri Apr 13, 2018 6:13 pm

coilbook Fri Apr 13, 2018 6:13 pm
paride4331 wrote:
coilbook wrote:can anyone make a sparkle shader like for snow? Or can otoy do it? I think it is a very necessary shader Thank you


Hi coilbook,
could flake osl to help?
https://render.otoy.com/forum/viewtopic.php?f=27&t=66015
Regards
Paride


Ok I think I got it I used mix material for the base material osl flakes are inside the normal map.
By the way what is the proper flake normal orientation

and

anyway to add more sparkle? Increasing power in RGB image with osl makes also dark dots visible


? Thanks
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flakes.jpg
Last edited by coilbook on Sat Apr 14, 2018 3:23 pm, edited 1 time in total.
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Re: Overview of OSL Shaders in Octane

Postby ramone163 » Sat Apr 14, 2018 11:47 am

ramone163 Sat Apr 14, 2018 11:47 am
Let's try to clarify things about Octane OSL. Does OSL is the universal language? Because now only 10% of all OSL that I found on the internet (also OSL form 3ds MAX 2019) work in 3ds MAX. Then what is the point? Who will rewrite all this OSL to work with Octane? OSL for c4d or Blender will not work for 3ds MAX and vice versa?
When 3ds MAX 2019 announce OSL support, they also made a lot of OSL files. What we have with OTOY? You announce OSL 1.5-2 years ago. Now we have it (but it does not work for 100%), after 2 years you still fix it. And we do not have OSL shaders from OTOY. Okay, we have Vray flakes (not made by OTOY), and we have from OTOY: osl_yellow, ed_slider, osl_mix_textures, Mandelbrot, oslCamera - are you serious? I don't really think we need OSL to change color, I can make it with Octane standard tools. If you announce powerful tool, so offer us some powerful OSL files to show what OSL shaders can do. Or we have to wait 2 years more? Or we have to wait when some programmers will write OSL shaders for us?

It isn't rather simple to present new technology, but you have to move it forward and make it better and comfortable to use.
Some examples:
1) Otoy announces 1,5 years ago Toon shader and so proud of it. What we have? Do you call this cool toon shader? Please look at Arnold 5.1 or 3ds max plugin Illustrate!. This I call real Toon Shader.
2) Otoy announces VDB support. Okay, cool. Thanks. But still, it is not so cool as has to be. Slow, bad support with Phoenix and FumeFX. We (3ds max users) still cant view our VDB with a point-cloud view, only as a box. You think this is so easy-to-use? This option has to be from the beginning. I don't really understand why you don't see that.
3)Same, announce OSL, but what we were waiting for 2 years, to be able to change the color with OSL? Show us more. We are not programmers, we are artists.

I understand that it is important to announce "COOL" things for your investors. But for us (customers), will be cool if you will complete the work.

P.S. I apologize for my english.
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Re: Overview of OSL Shaders in Octane

Postby SergKlyosov » Fri Apr 20, 2018 8:52 am

SergKlyosov Fri Apr 20, 2018 8:52 am
Hi Roeland,

When you will have a chance could you please give me an answer about greyscale maps in that UDIM OSL?

Thank you
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Re: Overview of OSL Shaders in Octane

Postby Elvissuperstar007 » Mon Apr 23, 2018 11:37 pm

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Re: Overview of OSL Shaders in Octane

Postby Rik » Wed May 23, 2018 9:48 am

Rik Wed May 23, 2018 9:48 am
Where is a brick osl?

Need one where you can use say n different maps for bricks and another map for mortar, plus set size for bricks and mortar gap.

Also need to be able to rotate 180, mirror horizontally and mirror vertically the brick images to minimise repetition.

Also need an example of how this would be applied.

Does such a thing exist for Octane?
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Re: Overview of OSL Shaders in Octane

Postby J.C » Fri May 25, 2018 4:34 pm

J.C Fri May 25, 2018 4:34 pm
Latest Blender builds has a very good bevel shader at render time that makes sharp edges nicely rounded. There is an OSL script that might be used with Octane 3.08 but it fails to compile. If there is somebody that can adapt it that would be awesome.
https://pastebin.com/Z3Uk3n2d
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Re: Overview of OSL Shaders in Octane

Postby aoktar » Fri May 25, 2018 7:16 pm

aoktar Fri May 25, 2018 7:16 pm
J.C wrote:Latest Blender builds has a very good bevel shader at render time that makes sharp edges nicely rounded. There is an OSL script that might be used with Octane 3.08 but it fails to compile. If there is somebody that can adapt it that would be awesome.
https://pastebin.com/Z3Uk3n2d

trace() will not work.

There's OSL texture manual and deep information in links
http://www.aoktar.com/octane/TEXTUREOSL1.html
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Re: Overview of OSL Shaders in Octane

Postby milanm » Sun May 27, 2018 7:06 am

milanm Sun May 27, 2018 7:06 am
aoktar wrote:There's OSL texture manual and deep information in links
http://www.aoktar.com/octane/TEXTUREOSL1.html


That manual looks great Ahmet!

Question:

What's going on with point inputs and projection options for OSL texture in the plugin? In OctaneRender ( aka. Standalone), when we add a point input, a projection pin is created, but that doesn't happen in the plugin. Is that a plugin SDK thing? Is that going to change soon? I noticed a related question in the Blender plugin forum too. It's a serious limitation if we have to hardcode the projections ourselves.

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Re: Overview of OSL Shaders in Octane

Postby pxlntwrk » Mon May 28, 2018 10:59 am

pxlntwrk Mon May 28, 2018 10:59 am
milanm wrote:What's going on with point inputs and projection options for OSL texture in the plugin? In OctaneRender ( aka. Standalone), when we add a point input, a projection pin is created, but that doesn't happen in the plugin. Is that a plugin SDK thing? Is that going to change soon? I noticed a related question in the Blender plugin forum too. It's a serious limitation if we have to hardcode the projections ourselves.
?
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Re: Overview of OSL Shaders in Octane

Postby rohandalvi » Tue Aug 28, 2018 7:12 am

rohandalvi Tue Aug 28, 2018 7:12 am
I'm trying to build the photoshop blend modes in OSL. I have gotten a fair bit of them working but I'm stuck on the math for Overlay mode. Could someone help out?

That's the math for overlay

(Target > 0.5) * (1 - (1-2*(Target-0.5)) * (1-Blend)) + (Target <= 0.5) * ((2*Target) * Blend)

When I type (Input color < 0.5) it gives me an error saying "error: Not allowed: 'color > color'"

How exactly do I implement this.

This is where I am at the moment
blend modes.PNG


regards
Rohan
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