Hello neonZorglub
In 3dsmax when using an OSL texture, the OSL texture map does not show all possible input pins?
It looks like it only shows input pins for color and texture inputs... There are no input pins for floats, vectors etc
This also means that I cannot input a Sun Direction map into a vector input because there is no input pin being shown.
I compared this to the 3dsmax built in OSL shader map, as well as comparing against Octane Blender and Octane Standalone
They expose all input pins as standard, allowing you to plug whatever you need.
I am reporting as a bug as I don't believe the 3ds Max implementation is correct.
Attaching scene and screenshots
Thanks
Tom
OSL shader input issues compared to other DCCs, Standalone
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F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
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- neonZorglub

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- Joined: Sun Jul 31, 2016 10:08 pm
Hi tombyrom,
Thanks for the sample.
Those extra pins are hidden by default, because it currently affects all materials and textures and can make the UI a bit heavy..
You can enable those in Octane Preferences / Material / 'Activate Value Texmaps', and then by restarting 3dsMax.
See the related post :
"New Octane Value Textures"
viewtopic.php?t=82743
I checked you scene, and seems to work:
[EDIT] : in fact, there are some issues with some OSL textures when activating Value Texmaps ..
Some of the other osl parameters are not sent correctly to the Octane renderer.
Sorry about that. This should be fixed in the next releases.
Thanks
Thanks for the sample.
Those extra pins are hidden by default, because it currently affects all materials and textures and can make the UI a bit heavy..
You can enable those in Octane Preferences / Material / 'Activate Value Texmaps', and then by restarting 3dsMax.
See the related post :
"New Octane Value Textures"
viewtopic.php?t=82743
I checked you scene, and seems to work:
[EDIT] : in fact, there are some issues with some OSL textures when activating Value Texmaps ..
Some of the other osl parameters are not sent correctly to the Octane renderer.
Sorry about that. This should be fixed in the next releases.
Thanks
Thanks neonZorglub, I did look in preferences for a setting but completely overlooked that one, I will turn it on.
I am not sure if you spotted but when I turn this on to get all input pins. The moon tint value no longer works properly? It seemed locked to a red colour unless I switched it back to a value.
However, changing the value or changing the built in colour did not update the tint. I wasn't even using an input.
Turning off this preference, removing all inputs, and the tint starts to work properly again. Maybe you spotted this already?
Edit: In fact this is the same for all colour inputs, any colour input no longer functions correctly when I turn that preference on (even when nothing is plugged into the pin)
I am not sure if you spotted but when I turn this on to get all input pins. The moon tint value no longer works properly? It seemed locked to a red colour unless I switched it back to a value.
However, changing the value or changing the built in colour did not update the tint. I wasn't even using an input.
Turning off this preference, removing all inputs, and the tint starts to work properly again. Maybe you spotted this already?
Edit: In fact this is the same for all colour inputs, any colour input no longer functions correctly when I turn that preference on (even when nothing is plugged into the pin)
