hi, i did do a search but didnt find anything specific to MAX.
i have a bunch of containers that are instanced. i already have random colours applied to them using gradient/random colour tex.
what i want to be able to do is have a dirty/noisy/rusty texture map that i can use to apply variation on all of the instances. but importantly have all the UV's randomly placed using the shader?
i know its possible in standalone and OSL scripts, i have seen demo scenes for it that work. so far i havent been able to work out how to get that working in MAX.
would appreciate any pointers.
p.s world has changed so much.. be safe.
randomise UV cords.
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- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi epoimran,
could you point me to that scene you're talking about please?
Regards
Paride
could you point me to that scene you're talking about please?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi epoimran,
yes, you're right, it seems something go wrong, texture projection using osl has not any texture input pin, then it cannot work.
I'll send the issue to deveopers.
Regards
Paride
yes, you're right, it seems something go wrong, texture projection using osl has not any texture input pin, then it cannot work.
I'll send the issue to deveopers.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid