new features of 3.08

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grimm
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Yay OSL!! This is an awesome update. :D

One question though, on the metallic material, the specular map is the same as a metal map? It's what I usually use to separate out the dialectic parts of the texture from the non-dielectric parts. Both 3D-Coat and Substance call this texture a metal map if it is what I'm thinking it is. :)

Jason
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Rikk The Gaijin
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Nice! About time to have Anisotropic specular. Look forward to this.
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wallace
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grimm wrote:Yay OSL!! This is an awesome update. :D

One question though, on the metallic material, the specular map is the same as a metal map? It's what I usually use to separate out the dialectic parts of the texture from the non-dielectric parts. Both 3D-Coat and Substance call this texture a metal map if it is what I'm thinking it is. :)

Jason
That is correct, specular map is exactly the same as metalness map.
rohandalvi
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Love all the new material and OSL additions in this release.

As a feature request, could allow adding textures to the volume shader. Like adding a noise map to the density channel. It will allow for a lot more flexibility. It doesn’t need to be fast but the option would be nice to have.
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mojave
OctaneRender Team
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rohandalvi wrote: As a feature request, could allow adding textures to the volume shader. Like adding a noise map to the density channel. It will allow for a lot more flexibility. It doesn’t need to be fast but the option would be nice to have.
Please use the feature request system for new feature requests or support already existing ones so we can have an estimate of how much support there is.

https://render.otoy.com/requests/

Thank you.
coilbook
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Two questions:

1. Will we be able to use vray car paint metal flakes etc.

2. Can we create procedural textures with OSL like wood, asphalt, concrete? If yes do you need to know programming or can we buy them somewhere?


Thank you
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grimm
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wallace wrote:
grimm wrote:Yay OSL!! This is an awesome update. :D

One question though, on the metallic material, the specular map is the same as a metal map? It's what I usually use to separate out the dialectic parts of the texture from the non-dielectric parts. Both 3D-Coat and Substance call this texture a metal map if it is what I'm thinking it is. :)

Jason
That is correct, specular map is exactly the same as metalness map.
Excellent, thanks Wallace! :D

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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Sorel
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This looks so good, been waiting for some of these for so long!
itsallgoode9
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Can we get an overview of what the differences between all of the new specular shading models are? From the tiny thumbnails, I don't much difference, although i'm sure there are.
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Phantom107
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itsallgoode9 wrote:Can we get an overview of what the differences between all of the new specular shading models are? From the tiny thumbnails, I don't much difference, although i'm sure there are.
Yes!

A technical explanation would be much appreciated!
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