No effect of "TexU" and "TexV" in "_evaluateDelayed"
Posted: Sun Jun 21, 2020 5:42 pm
Hello,
As this is my first post, just a short presentation before the question. I am a hobbyist using Cinema4D for about 12 years. I am mainly attracted by architecture. I am an active member of the french forum FrenchCinema4d.fr (https://frenchcinema4d.fr/forum.php - search for user "bru"). I am starting using Octane (under subscription for 2 weeks now), and as I like to create procedural materials, I explore OSL scripting. But I encounter now my first problem.
I would like to introduce some distortion in a texture through UV modifications. I have understood that this can be done in OSL shaders using the function "_evaluateDelayed", but I get no effect when I modify parameters "TexU" or "TexV".
Here under a simple example that should (in my understanding) mirror a texture. When I compile, there is no error but this script simply transmits the texture without any modification.
#include <octane-oslintrin.h>
shader Texture(
color col1 = color(1, 0, 0),
output color c = 0)
{
c = _evaluateDelayed(col1, -u, -v);
}
There is a note in the manual that I do not understand: "To use the custom UV coordinates in another OSL node connected via a delayed input, give it a point input and connect a OSL UV Projection node to the corresponding input pin.". If I create such a pin and do not use it, I have a warning and nothing happens. What is to be done with this pin ?
Technical information: Octane Release: 2020.1-R7 - Cinema4d Plugin. - Cinema4d R21.207 - Windows 10 pro
As this is my first post, just a short presentation before the question. I am a hobbyist using Cinema4D for about 12 years. I am mainly attracted by architecture. I am an active member of the french forum FrenchCinema4d.fr (https://frenchcinema4d.fr/forum.php - search for user "bru"). I am starting using Octane (under subscription for 2 weeks now), and as I like to create procedural materials, I explore OSL scripting. But I encounter now my first problem.
I would like to introduce some distortion in a texture through UV modifications. I have understood that this can be done in OSL shaders using the function "_evaluateDelayed", but I get no effect when I modify parameters "TexU" or "TexV".
Here under a simple example that should (in my understanding) mirror a texture. When I compile, there is no error but this script simply transmits the texture without any modification.
#include <octane-oslintrin.h>
shader Texture(
color col1 = color(1, 0, 0),
output color c = 0)
{
c = _evaluateDelayed(col1, -u, -v);
}
There is a note in the manual that I do not understand: "To use the custom UV coordinates in another OSL node connected via a delayed input, give it a point input and connect a OSL UV Projection node to the corresponding input pin.". If I create such a pin and do not use it, I have a warning and nothing happens. What is to be done with this pin ?
Technical information: Octane Release: 2020.1-R7 - Cinema4d Plugin. - Cinema4d R21.207 - Windows 10 pro