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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Will be supported 3ds max's native shaders (maps, materials etc.) by GPU and if "yes" - when?

23 REPLIES 23
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Message 1 of 24
kulaginb
1489 Views, 23 Replies

Will be supported 3ds max's native shaders (maps, materials etc.) by GPU and if "yes" - when?

Will be supported 3ds max's native shaders (maps, materials etc.) by GPU and if "yes" - when?

23 REPLIES 23
Message 21 of 24
madsd
in reply to: madsd

You can see an example here.
I compiled an ocean, check how smooth and fast it updates while scrubbing the timeline.

https://i.imgur.com/yjhIq4k.gifv

Message 22 of 24
madsd
in reply to: 1stbeforetheword

Many of the core Arnold maps we already have as OSL, and the OSL maps works very good in the viewport, PBR look very easily in realtime. So and the general idea is to give OSL some love from dev side, so more core arnold shaders can be ported. The more is ported, the smaller chance to see it happen.

Message 23 of 24
syndicate5
in reply to: kulaginb

Mads, I see you're a big proponent of OSL. Can you point us to a link or tutorial for OSL?

https://www.instagram.com/bumblebee_3d/
Message 24 of 24
madsd
in reply to: syndicate5

Unfortunately, I can't really.


Though, it is within my power, to start honoring your 2 requests and be able to share links, and tutorials by creating them.

What kind of first tutorial would you prefer to see? Long/short, I guess video is fine, what kind of angle is more important.

Do you want to see some nontrivial node linking up to create certain functionalities, or is it directly code tutorials, beginner/intermediate level define needed if so.

Let me know.

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