I learned so much here... I’m excited to take a deeper dive. I’ve been frustrated with Arnold, all the techniques I mastered (and taught) with Mental Ray are no longer valid and I’ve yet to come close with Arnold. Kinda feels like I had the rug pulled out. This was really helpful, you are an excellent teacher.
@@cirocardoso3v that would be amazing... for me it's mostly about learning how to optimize render settings for speed/quality. That and materials, there are so many material and shader types that I'm not familiar with.
Good introdiction, well done. Though I dont know about all the OSL workflow, but the first 10 minutes can be done with the 3DSMax bitmap material node. You just have to right click it and show all the additional parameters, and bind a bezier float into UV tiling. That way the tiling can be linked to any other material.
Thank you, Guillaume. I use the same workflow with the 3ds Max bitmap node. I find it more tedious to set up and also, for some reason, if you merge that material into a new scene the bezier node is gone, which sometimes can be confusing. But is still a valid solution for sure.
Hey Ciro, thanks for the great tutorial! there is a way with the OSL nodes to not tile a texture, like the old bitmap node check? i cant find it anywere i had to mak a big empty texture to place a sticker without tiling
I supposed the OSL node would work exactly the same in all softwares supporting them, but in MAYA, you don't have the outUV parámeter to connect between nodes. Do you know why?, is that node 3ds Max exclusive or what? Thanks!
Good question. I am going to check with some guys working in Maya and let you know soon the answer. OSL should work the same in any application. I could try to export an ASS scene with those nodes and you can bring it in Maya? Just to test.
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@@cirocardoso3v As far as I know, Maya can't import .ass files. I might open USD files, but I doubt osl nodes will came in.
@ you can yes. ASS files are made exactly to be used by any DCC that supports Arnold. I have been exporting stuff from 3ds Max and used in Houdini. There is a great video on Autodesk University that covers that. "Material Transfer in Production Using Arnold and MaterialX | Autodesk University" www.autodesk.com/autodesk-university/class/Material-Transfer-Production-Using-Arnold-and-MaterialX-2020#video
3 роки тому
@@cirocardoso3v I wasn't precise..., I wanted to say you can render them but you can't open them and see the scene as regular Maya scene with all nodes, connections, etc
Ciro, this was a perfect intro to OSL nodes. Thank you for taking the time to explain it all.
Thank you! 👍👍
This is exactly what was missing on UA-cam for 3ds max :) great video :)
Thank you so much
always best advices from a true master
You are too kind Petros.
wow that was good!
Thank you.
I learned so much here... I’m excited to take a deeper dive. I’ve been frustrated with Arnold, all the techniques I mastered (and taught) with Mental Ray are no longer valid and I’ve yet to come close with Arnold. Kinda feels like I had the rug pulled out. This was really helpful, you are an excellent teacher.
@@vitalef thank you. If you want something specific to be covered let me know, and I will try my best to include on my next video.
@@cirocardoso3v that would be amazing... for me it's mostly about learning how to optimize render settings for speed/quality. That and materials, there are so many material and shader types that I'm not familiar with.
Cool. I will keep that in mind. I am going to use of my latest projects to explain how you can render fast interior scenes.
Good introdiction, well done. Though I dont know about all the OSL workflow, but the first 10 minutes can be done with the 3DSMax bitmap material node. You just have to right click it and show all the additional parameters, and bind a bezier float into UV tiling. That way the tiling can be linked to any other material.
Thank you, Guillaume. I use the same workflow with the 3ds Max bitmap node. I find it more tedious to set up and also, for some reason, if you merge that material into a new scene the bezier node is gone, which sometimes can be confusing. But is still a valid solution for sure.
Great video Ciro!
Ooohhh yes please for this series, I've been so turned off by OSL as its a minefield of complication with 0 guidance from Autodesk.
More to come next week.
Hey Ciro, thanks for the great tutorial! there is a way with the OSL nodes to not tile a texture, like the old bitmap node check? i cant find it anywere i had to mak a big empty texture to place a sticker without tiling
Sorry for the delay. Yes, you can. In the OSL Bitmap, in the Wrap mode select CLAMP.
Thanks Ciro. Really useful.
I supposed the OSL node would work exactly the same in all softwares supporting them, but in MAYA, you don't have the outUV parámeter to connect between nodes. Do you know why?, is that node 3ds Max exclusive or what?
Thanks!
Good question. I am going to check with some guys working in Maya and let you know soon the answer. OSL should work the same in any application. I could try to export an ASS scene with those nodes and you can bring it in Maya? Just to test.
@@cirocardoso3v As far as I know, Maya can't import .ass files. I might open USD files, but I doubt osl nodes will came in.
@ you can yes. ASS files are made exactly to be used by any DCC that supports Arnold. I have been exporting stuff from 3ds Max and used in Houdini. There is a great video on Autodesk University that covers that.
"Material Transfer in Production Using Arnold and MaterialX | Autodesk University" www.autodesk.com/autodesk-university/class/Material-Transfer-Production-Using-Arnold-and-MaterialX-2020#video
@@cirocardoso3v I wasn't precise..., I wanted to say you can render them but you can't open them and see the scene as regular Maya scene with all nodes, connections, etc