Saving an OSL
Moderators: ChrisHekman, aoktar
Aoktar, this looks amazing already! Can't believe you've got a working prototype already. From the looks of it it covers pretty much everything that I wanted from the implementation... I think I will be using OSL a ton more because this makes it super accessible and I hope other users will too.
Thanks I've made the revision in last two days, still working on. Hoping to put it for next release.nejck wrote:Aoktar, this looks amazing already! Can't believe you've got a working prototype already. From the looks of it it covers pretty much everything that I wanted from the implementation... I think I will be using OSL a ton more because this makes it super accessible and I hope other users will too.
Additionally I'll add simulate version for some c4d shaders as an option.
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I'm really excited about it, thank you again for getting the ball rolling here!aoktar wrote:Thanks I've made the revision in last two days, still working on. Hoping to put it for next release.nejck wrote:Aoktar, this looks amazing already! Can't believe you've got a working prototype already. From the looks of it it covers pretty much everything that I wanted from the implementation... I think I will be using OSL a ton more because this makes it super accessible and I hope other users will too.
Additionally I'll add simulate version for some c4d shaders as an option.

As for saving to the content browser, yes, we can do that and it is useful for sure. Truth be told I didn't know about it until you've pointed it out (thanks for that

Right now I'm docking another content browser window on the other screen with the OSL maps that I use in pretty much every material. It works fine but on a bigger screen there is potentially a lot of mouse movement going on plus one needs to leave the nodal editor in order to use his own saved OSL nodes.
Just seems like a really great and handy addition if we'd have these in the nodal editor

Last edited by nejck on Fri Nov 01, 2019 10:06 am, edited 1 time in total.
The implementation in the newest build is terrific! Can't thank you enough Aoktar, makes OSLs much easier to work with. Great job with it! 

The OSL additions to the Node Editor are super handy. Thanks, Ahmet!
I've noticed a few quirks, though:
When I create a default "OSL Texture" node by dragging the top item, I get an error popup saying "unable to read the file file://Users/... /osl_scripts", but after acknowledging the popup, the resulting OSL Texture node works fine, and all the other sub-OSL buttons work fine and don't throw the error.
Second, the OSL[/] currently does nothing. I'm guessing that's what will link to a custom directory?
If so, may I suggest that the custom directory can optionally reside outside the /plugins/c4doctane hierarchy? I should know better by now, but I've accidentally deleted custom/3rd party OSL scripts way too many times after swapping various plugin versions by replacing the whole /c4doctane directory.
Again, this is a signifiant move to make OSL part of everybody's workflow. Thanks for being so responsive!
I've noticed a few quirks, though:
When I create a default "OSL Texture" node by dragging the top item, I get an error popup saying "unable to read the file file://Users/... /osl_scripts", but after acknowledging the popup, the resulting OSL Texture node works fine, and all the other sub-OSL buttons work fine and don't throw the error.
Second, the OSL[/] currently does nothing. I'm guessing that's what will link to a custom directory?
If so, may I suggest that the custom directory can optionally reside outside the /plugins/c4doctane hierarchy? I should know better by now, but I've accidentally deleted custom/3rd party OSL scripts way too many times after swapping various plugin versions by replacing the whole /c4doctane directory.
Again, this is a signifiant move to make OSL part of everybody's workflow. Thanks for being so responsive!
Animation Technical Director - Washington DC