This page provides information on the OSL Map.
||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRayOSLTex
Coordinates and Noise are the standard 3ds Max texture rollouts.
The General rollout holds parameters that control common shader characteristics.
shader file – Specifies the .osl or .oso file which contains the shader (object) code. This button control also supports a context menu with the following options:
Clear – Unloads the current shader and restores the plug-in as if no shaders have been loaded.
Reset – Reloads the shader and resets its parameters to the default values.
Reload – Reloads the shader but keeps the current parameter values.
Open Containing Folder – Reveals the shader location in Explorer.
Open in External Editor – Opens the shader in an appropriate text editor.
Open in Quick Shader – Opens the loaded file's code in the text editor of the Quick Shader.
Recent Files – Holds a list of the recently loaded shaders and an option to clear the list.
If you edit your OSL shader the new version would be loaded only after a Clear, Reset, or a Reload option has been selected.
color output – Specifies the color source for the texture's RGB output. If None is selected the texture renders black.
alpha output – Specifies the float source for the texture's alpha output. If None is selected the texture is considered fully opaque.
show preview – Determines whether to render a shader preview in the material editor.
clamp shader result – Determines whether to force the result in the [0, clamping limit] range.
clamping limit – Specifies the upper clamp limit if clamp shader result is enabled.
wrap texture coordinates – Automatically wraps the texture coordinates for the OSL shader passing only values in the [0.0, 1.0] range.
The Compiler Output rollout holds shader compilation and manipulation result messages.
Any additional shader–specific parameters (if any) from the loaded shader file are listed in this rollout.
If you want to manually modify the shader's code, you can do that in the Quick Shader area.
Enable – Makes the Quick Shader's text area active. Once enabled, place the original code inside the text area. Alternatively, start writing in the blank area your own code. If you have already loaded a shader in the texture parameters, right-click on it and select Open in Quick Shader option.
Another way to do this is to activate the text area and drag and drop the .osl file in there. It will load the code instantly.
Right-clicking on the Quick Shader panel opens a context menu. You can Compile the code after doing changes or Compile and Reset Parameters, which affects the values of the parameters in the shader as well.
Once ready with editing, press the Compile button to refresh the UI. Modifications are updated in the UI and renderer after the successful code compilation. You can monitor the messages in the Compiler Output rollout during compilation.
The shader file originally loaded in the material (if any) will not be affected in the compilation. You need to manually save your code.
System Paths – Shows the System Paths defined with the V-Ray Environment variable VRAY_OSL_PATH_3DSMAX####_x64. This path cannot be changed from within 3ds Max, but only from your account's Environment Variables.
Additional Paths – Search paths list that will be used when an osl module is not found in the available System Paths. You can Add or Remove additional paths directly from the UI by pressing the corresponding button.
OSL home page at SPI – Open Shading Language home page at Sony Pictures Imageworks
OSL Google Code page – Google Code project page for Open Shading Language
OSL GitHub page – GitHub project page for Open Shading Language