Thanks for the reply, I did a lot of googling but never came across Paul Neale's OSL tricks.
This is definitely a huge step in the right direction, and I really appreciate the ability to do this.
I have to admit I am totally new to OSL and shaders. Adding 3d noise vectors to UVW's is not something I'd ever know how or why to do :P! Certainly understandable from the explanation, but not intuitive to somebody who has no real programming knowledge.
A huge gripe at the moment though using this technique, the shader network also gets incredibly bloated!
For example, I'd like to use this to randomize a Megascans surface asset, like some grass.
There are often 6 textures per material.
This OSL technique requires 7 nodes per texture.
So that's now 42 nodes which are floating around.... if we then want to blend it into another PBR material, say dirt. That would require 84 nodes in total. (Not counting the nodes required for blend masks)
And that's just for one blended material!
We also have to manually construct these shaders, the Blender example has a PBR texture loader. Amazing! So much time-saving. Instead of an 84 node tree, it's about 7?!?! Be great to get some functionality that a free software like Blender has.
Oh and p.s: I figured out how to add in the chaos mosaic shader code. I was looking under the OSL section for the OSL Map. Couldn't find it at the time as it's located under Maps, silly me! >_<.