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Re: Saving an OSL
Posted: Thu Oct 31, 2019 2:35 am
by aoktar
Also you can drop osl nodes from material manager as in image, not from node editor
Re: Saving an OSL
Posted: Thu Oct 31, 2019 8:45 am
by nejck
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.
Re: Saving an OSL
Posted: Thu Oct 31, 2019 9:22 am
by aoktar
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.
Thanks I've made the revision in last two days, still working on. Hoping to put it for next release.
Additionally I'll add simulate version for some c4d shaders as an option.
Re: Saving an OSL
Posted: Thu Oct 31, 2019 2:38 pm
by aoktar
I remembered that you can save any texture to content browser via "Save as preset" command. Not sure why you cannot use content browser for storing any nodes!
See picture
Re: Saving an OSL
Posted: Thu Oct 31, 2019 5:39 pm
by nejck
aoktar wrote: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.
Thanks I've made the revision in last two days, still working on. Hoping to put it for next release.
Additionally I'll add simulate version for some c4d shaders as an option.
I'm really excited about it, thank you again for getting the ball rolling here!
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

) but I'd argue having the OSLs even closer, so thats straight in the nodal editor, would be even better and would potentially encourage people using them more often.
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

Re: Saving an OSL
Posted: Thu Oct 31, 2019 6:38 pm
by rafg
Yes, Awesome implementation!
Re: Saving an OSL
Posted: Mon Nov 04, 2019 9:34 am
by nejck
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!

Re: Saving an OSL
Posted: Tue Nov 05, 2019 5:34 pm
by frankmci
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!