My oh my! The more osl tutorials you make the more less intimidating the scripting becomes, using the range mapper after made me think that of that node itself can be implemented within the script, aand it makes me wonder if it’s possible to use this with the chaos node, if we could extract the random rotation from it, to me that would be the holy grail of seamless procedural texturing, but then distort uvs node is pretty strong too, I’ll experiment whenever I can and share my thoughts his is a bit shorter than usual only because i need to start experimenting with osl 😂 I’ll revisit if i have more ideas 🔄 As usual thank you so much and I wish you a great week ahead 🌟🙌🏼
Thank you so much for this weeks conversation Zaidi! I love the way you think in possibilities. It is indeed doable to have the remapper directly in the OSL script and even use it with angles so we just have to write the same things inside the min / max of the distort. In C4D there is the caveat right now that we can´t have data output for those sliders and therefore can´t really have one value controlling it all. In Standalone and in Blender Octane there is and I really hope this will be implemented in Octane at some point. One of the other missing thing is that in OSL you usually could define more then one output. So you could really do all the calculations in one OSL and then give out the values for the projection as well as the rotation to go into the different ports. I think in order to make the chaos texture work you would have to rewrite it in OSL first to get to the data and and to get all the information that is needed to determine the rotation. I totally understand that you want to experiment right away 🙌 Great to hear you got this reaction from the video. That means I am doing something right ha ha. Cheers and thank you so much for the ✨🔄✨ and an amazing start into the week to you too! Raphael
This is incredibly cool and helpful! Had no idea as well that normals would get disctored when rotating them. I found the OSL codeing amazingly helpful in its self alone! Very jam packed and helpful video! Thanks so much for sharing :)!
@@SilverwingVFX The angle input expects a float value, and the falloff node produces a float gradient from 0-1. Leaving the falloff node as default in terms of camera ray settings (so the falloff changes by camera perspective/transform and not object transform) and clamping the values to whatever is needed, can be super useful in creating effects that Octane typically struggles with like complex micro details. Suppper thin micro scratches has been the number one thing that took my car materials to the next level (I only know of maybe 3 people doing micro scratches on car pain clear coats), and when looking into them, I noticed that when walking around cars in real life, the scratches seem to orient their light in an anisotropic-way, and this effect can be enhanced/made more obvious through normal maps. Using the camera falloff as the angle to the normal, can get the deep, spectral look of the complex micro scratches that all cars have! As the camera rotates, the normals do as well and bounce the light differently from any perspective. Useful in very small amounts, as is the whole micro scratches effect. I would dive into if you get the chance! Google ‘Car paint micro scratches’ or ‘Webbing scratches on car paint’, and you’ll notice how pretty the real effect is. Super long message but I had some free time :))
Ha ha ha. As I say in the video, I also was oblivious to this fact one week ago as well. Not sure how I never noticed. But then again it's always great that there is still so much new to learn 🙌
Thanks for this video. I was quite tired when watching, maybe a little fever, and thought I probably don't understand much. But this was very easy to follow. Well-done! The approach of making things like a "non-coder" would make them, and then fixing the errors is good. Then you understand why you do what you do. Not just “OK, I have to do it like that, and it works, but I have no idea why" And thanks for the last tip too: 🔄 But for some reason my arrows are round in Windows pop-up, and “straight” in comment field :D BTW. That emoji library is also found from Clipboard History, which opens with Windows+V (but you need to activate it first from some windows settings) It is really useful feature. Couldn't work without it any more.
Thank you so much for your great comment. I very much appreciate that you liked it and could follow it even in a tired state. I think the way I show it also comes naturally as I am a self taught coder and therefore probably approach it differently then a professional would ha ha. Did not know about the clipboard history emojis. I know that the history exists but I never turned it on 😇 Thank you for the nice read!
Super cool! That script definitely saved my day, OSL to the rescue. Thank you!
There he is, the man responsible for this video 🙏 Thank you very much for your inspiration 🙌✨
This was so well explained! Thanks!
Thank you very much for your comment. And thank you for the compliments. Super cool hearing that 🙌
My oh my! The more osl tutorials you make the more less intimidating the scripting becomes, using the range mapper after made me think that of that node itself can be implemented within the script, aand it makes me wonder if it’s possible to use this with the chaos node, if we could extract the random rotation from it, to me that would be the holy grail of seamless procedural texturing, but then distort uvs node is pretty strong too, I’ll experiment whenever I can and share my thoughts
his is a bit shorter than usual only because i need to start experimenting with osl 😂 I’ll revisit if i have more ideas 🔄
As usual thank you so much and I wish you a great week ahead 🌟🙌🏼
Thank you so much for this weeks conversation Zaidi!
I love the way you think in possibilities. It is indeed doable to have the remapper directly in the OSL script and even use it with angles so we just have to write the same things inside the min / max of the distort.
In C4D there is the caveat right now that we can´t have data output for those sliders and therefore can´t really have one value controlling it all. In Standalone and in Blender Octane there is and I really hope this will be implemented in Octane at some point.
One of the other missing thing is that in OSL you usually could define more then one output. So you could really do all the calculations in one OSL and then give out the values for the projection as well as the rotation to go into the different ports.
I think in order to make the chaos texture work you would have to rewrite it in OSL first to get to the data and and to get all the information that is needed to determine the rotation.
I totally understand that you want to experiment right away 🙌 Great to hear you got this reaction from the video. That means I am doing something right ha ha.
Cheers and thank you so much for the ✨🔄✨ and an amazing start into the week to you too!
Raphael
What a great video. As always. Thank you!
You are very welcome. Super glad you hear you like it 🙌✨
This is incredibly cool and helpful! Had no idea as well that normals would get disctored when rotating them. I found the OSL codeing amazingly helpful in its self alone! Very jam packed and helpful video! Thanks so much for sharing :)!
Thank you very much. Great to hear you enjoyed it and found the general topic interesting 🙏 🙌 ☺️
Oh and 🥇 For the first comment 🙌
Piping a Falloff map into the angle can be handy!
Thank you for your comment!
Hmmm. I am not sure if I understand. Could you elaborate on that?
@@SilverwingVFX The angle input expects a float value, and the falloff node produces a float gradient from 0-1. Leaving the falloff node as default in terms of camera ray settings (so the falloff changes by camera perspective/transform and not object transform) and clamping the values to whatever is needed, can be super useful in creating effects that Octane typically struggles with like complex micro details.
Suppper thin micro scratches has been the number one thing that took my car materials to the next level (I only know of maybe 3 people doing micro scratches on car pain clear coats), and when looking into them, I noticed that when walking around cars in real life, the scratches seem to orient their light in an anisotropic-way, and this effect can be enhanced/made more obvious through normal maps. Using the camera falloff as the angle to the normal, can get the deep, spectral look of the complex micro scratches that all cars have! As the camera rotates, the normals do as well and bounce the light differently from any perspective. Useful in very small amounts, as is the whole micro scratches effect. I would dive into if you get the chance! Google ‘Car paint micro scratches’ or ‘Webbing scratches on car paint’, and you’ll notice how pretty the real effect is.
Super long message but I had some free time :))
Whaaaaaat.
Never knew this would happen when rotating a normal map until now.
🔃🔃🔃
Ha ha ha. As I say in the video, I also was oblivious to this fact one week ago as well.
Not sure how I never noticed. But then again it's always great that there is still so much new to learn 🙌
Thanks for this video. I was quite tired when watching, maybe a little fever, and thought I probably don't understand much. But this was very easy to follow. Well-done! The approach of making things like a "non-coder" would make them, and then fixing the errors is good. Then you understand why you do what you do. Not just “OK, I have to do it like that, and it works, but I have no idea why"
And thanks for the last tip too: 🔄 But for some reason my arrows are round in Windows pop-up, and “straight” in comment field :D BTW. That emoji library is also found from Clipboard History, which opens with Windows+V (but you need to activate it first from some windows settings) It is really useful feature. Couldn't work without it any more.
Thank you so much for your great comment.
I very much appreciate that you liked it and could follow it even in a tired state.
I think the way I show it also comes naturally as I am a self taught coder and therefore probably approach it differently then a professional would ha ha.
Did not know about the clipboard history emojis. I know that the history exists but I never turned it on 😇
Thank you for the nice read!
Thanks Raphael! Get well Soon! 🙏
Thank you very much for your comment.
Appreciate the well wishes. Still having fever unfortunately.
So I hope to get well soon myself ha ha.
I enjoyed it 🔄
Thank you very much. Great to hear 🙌
And yaaaaas ✨🔄✨
Cool technique! I apply the codes into Redshift, everything works fine too. Thanks for sharing
Thank you 🙏 Very nice to hear that it works in RS too 🙌
I probably should try that with all of my code snippets ha ha.
Can you share the Redshift version? Or is it same?
Thank you, man!!!:)
Thank you. Great to see you liked it 🙌
👍🏻🍀
🙏🙌
UUUUUUUUUUUUFFUUU)))) Octane Guru))
Ha ha ha. Thank you very much 😊
🔄
✨🙏🔄🙏🙌
🔃
🙏✨🔄️✨🙏
What a great video. As always. Thank you!