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OSL missing features (15.2.6) ?
Posted: Sun Jul 29, 2018 10:23 am
by aufwind
Hi,
this Script works fine in Standalone.
In Blender it isn't working. Description of Inputs and Projection are missing. Also File Selection doesn't work.
Attached Scene Files Standalone + Blender

- OSL Blender.png (5.57 KiB) Viewed 2165 times

- OSL Standalone.png (12.46 KiB) Viewed 2165 times
Re: OSL missing features (15.2.6) ?
Posted: Mon Jul 30, 2018 7:40 am
by J.C
Yes, I can confirm it too. Projection nodes don't show up. This was reported long time ago.
Re: OSL missing features (15.2.6) ?
Posted: Sat Aug 04, 2018 6:27 am
by AndreasResch
Hey.
I don't think this is a bug, it more like a missing feature. The OSL implementation still has room to grow.
From what I've seen, the output sockets are fixed and not set by the script (just provided to the pre-exisitng socket). If you use the OSL Tex node you get one OutTex node and that's it. Similarly with the OSL Projection, you get one OutProjection node. If you use the Script node from the Script category, you get no output nodes at all. I've tried a lot of the OSL scripts that come with 3DS Max and only few of the work with Octane. If you're lucky and the output is a color value, you can use a few of them with the OSL Tex node. But even wimple ones like adding to float values do no work.
So for now, this means waiting until the OSL implementation catches up with the rest.
Have fun,
Andreas
Re: OSL missing features (15.2.6) ?
Posted: Sun Aug 05, 2018 7:53 am
by J.C
Andreas, the osl projection input works in standalone version so it should in any plugin too.
Re: OSL missing features (15.2.6) ?
Posted: Sun Aug 05, 2018 8:03 am
by AndreasResch
Hey, JC.
Yeah ... I never doubted that. It's just that the output nodes seem to be fixed and not flexible.
Cheers,
Andreas
Re: OSL missing features (15.2.6) ?
Posted: Wed Aug 08, 2018 12:14 am
by DrawFun
Hi,
This is due to some limitations in current blender socket system -- we can't add socket for enumerate values/file selector dynamically.
We will try to figure out some workarounds in the next build.
Cheers,
DrawFun