3Dsmax introduced OSL shaders in version 2019. Can the OSL shader be used for generating curvature maps or edge wear? Do OSL shaders also use geometric data of the models? Are there such shaders that work with 3dsmax?
I know about the data channel modifier, but that's not really what I am looking for. I would like a shader that does not require a mesh with nice subdivisions. I thought OSL might be capable of this. Currently, I use either an inverted AO shader or Boomer labs Geomaps. Both are not ideal and have different issues.
Have you tried Render Surface Map to make a Cavity texture? Might do what you want. I agree it would be nice to have a more dynamic shader. I use V-Ray which has a decent Curvature map built in, not sure what there is for Arnold etc.
- Use noise to drive edge width - Pipe to a range node you use Output MAX scale up to amplify the nuances the noise generates. - Stick to distance in a OSL AO map that is set to both convex and concave ( you need to download the AO map from a github server somewhere )
You can ofc do the exact same thing with Arnold nodes.
MadsD Looks really good, but it's AO based not geometry/curvature based? Is it better than using an inverted AO shader like that from Corona or Vray? It's easy to get good results on some boxes, but on more complex geometry or quad chamfered edges? That's why Geomaps uses curveture, to get around those problems. But it's very slow on complex geometry ans also does not always give good results.
Can geometry/curvature based edges be generated with OSL?
Some Raytracing elements are only supported by Arnold since Arnold nativly supports OSL. Most of the OSL maps works with other renderes, some has tracing calls which developers must support.
The real power of OSL is that we got a compiler environment inside the application, so we can fabricate a very large amount of custom shaders otherwise not possible if we were using render engine maps which are compiled by the developers.
Personally I think the flowmap is cool, you can make any texture sail like a river in any direction you want with a few strokes. But I got a ton more, all kinds of things. Some silly, some for Mograf, a good stack of animated noises, fractals.
Some Raytracing elements are only supported by Arnold since Arnold nativly supports OSL. Most of the OSL maps works with other renderes, some has tracing calls which developers must support.
Does that mean that the curvature OSL only works in Arnold? What should Corona implement exactly to make it work?
I know atleast Vray does not currently support some raytrace calls, I dont know about Corona. Either way, Vlado indicated on our facebook page that its happening soon, so I belive Ondra will glide in as well, if not already done.
Neils videos can be done, the benefit is that we can tweak the shader code directly while working on the asset, the old "legacy" c++ maps are in that term ridgid and less flexible. Via OSL a checker map can have small pink flowers and noise intergrated directly into the shader, anything you can imagine within shading context.
musashidan It's not that bad, if you start out with the over 100 core shaders that comes with 2019 and open them and check the stucture it will come to you quickly, give it takes a bit to learn, but syntax and logic is pritty straight forward if you are used to think about shading at its core fundamentals like vectors, floats and rgb + math.
Also, let's not forget, you don't need any programming knowledge to start out, you can simply just start making cool shader networks with the many core maps already.
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Data Channel modifier can.
https://www.youtube.com/watch?v=Bgy9ngip7jE
You can also fabricate an edge wear with OSL, tracing edges with masks as shown in the DCM video above.
- Use noise to drive edge width
- Pipe to a range node you use Output MAX scale up to amplify the nuances the noise generates.
- Stick to distance in a OSL AO map that is set to both convex and concave ( you need to download the AO map from a github server somewhere )
You can ofc do the exact same thing with Arnold nodes.
I'm just messing around with same setup ~
Can geometry/curvature based edges be generated with OSL?
You can sample Geo normals as well, zap previewed some nice examples in our OSL Shaders facebook channel earlier today.
Most of the OSL maps works with other renderes, some has tracing calls which developers must support.
We can rather easily do things never seen before.
Personally I think the flowmap is cool, you can make any texture sail like a river in any direction you want with a few strokes.
But I got a ton more, all kinds of things. Some silly, some for Mograf, a good stack of animated noises, fractals.
I compiled a couple of ray traces as well.
Max 2018 was nice, but 2019 OSL
But coding hurts my brain.........
Thanks, but I use that already. Vray and Corona can use 'inverted' AO, but the results are not always that great:
http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm
https://www.youtube.com/watch?v=ZbFFQK3agzY
http://https//www.youtube.com/watch?v=gwxYJTCLAzg
http://https//www.youtube.com/watch?v=bru9yN2i8oQ&t=2s
Neils videos can be done, the benefit is that we can tweak the shader code directly while working on the asset, the old "legacy" c++ maps are in that term ridgid and less flexible. Via OSL a checker map can have small pink flowers and noise intergrated directly into the shader, anything you can imagine within shading context.
musashidan It's not that bad, if you start out with the over 100 core shaders that comes with 2019 and open them and check the stucture it will come to you quickly, give it takes a bit to learn, but syntax and logic is pritty straight forward if you are used to think about shading at its core fundamentals like vectors, floats and rgb + math.
Also, let's not forget, you don't need any programming knowledge to start out, you can simply just start making cool shader networks with the many core maps already.