OSL in 3DS Max Tips and Tricks

Create SSS/ Subsurface Scattering Skin Shader with 3DS Max, Arnold and OSL

OSL provides a flexible way to build shaders. 

In this example the proceedural Weave is used to create a material texture and is randomly coloured using 1 of N nodes driven by the Thread ID output from the Weave. It is also using Object ID’s to control different colours and UV coordinates on objects in the scene.  

This is just a random compilation of info graphics showing ways of using 3DS Max’s OSL shaders.

How to setup environment lighting using OSL and HDRI Maps

Creating random tiled textures with OSL

Creating procedural plates and rivets using OSL