You don’t need to download this shaders anymore. 3dsMax 2020 has a better version of all these shaders built-in.
While I was beta testing 3dsMax 2019, I made a few OSL maps. Nothing spectacular. Most of them are just “artist-friendly” pre-made setups to save some nodes.
Download OSL shader pack 1 or at http://UncleBobsShaders.com. Make sure to visit Uncle Bobs Shader Emporium for cool OSL shaders!
UVW > MatCapUV
This is a renderable version of my superClayMode script. Plug into the UVW slot of Bitmap Lookup.
Value > Color by Colorspace
You can conver to a vector value of other color space to RGB.
Math\Color > RGB to Other(Color)
You can convert a color from RGB to other color space. Output value is vector. after you process it, you can convert back to RGB with Color By Colorspace
Switchers > Random Index by Number/Color
It generates random integer index by number or color input. When you need to randomize something by Object ID, Materaal ID, Node Name and Node Handle, this map will be very handy. Of course you can also do the same thing by assembing a few other maps. I just made as one map for your convinience.
Math\Float > Sine wave function of frames
You can generate sine wave of time. It supports amplitude, period, phase value and square wave option. Check my sample animation. This map is very handy when you need to make some cyclic map animation.
!!! You DON”T need to connect Frame Number input. It already has float expression controller assigned. !!!
Scene > Normal
You can get normal value of pixel in various spaces.
Falloff
Falloff map OSL version. It supports Perpendicular/Parallel and Towards/Away.
BlendModel
Legacy Composite map OSL version. It supports all bklending mode in legacy Composite map. I was trying to support all Photoshop mode. But, I gave up on Vivid Light and Linear Light.
Here is a QC image that shows this map and legacy Composite map are producing the same result.
How to Install
1. Make “OSL” subfolder in any plugin folder
2. Unzip and copy *.osl files into the folder
A sample max file
Here is the shader tree for the animation. I used the distance from local center and random sin wave as the light intensity. No keyframes al all. The max file is included in the shader pack .zip file.