Using Scene Data and Mathematics with OSL in 3ds Max

Changsoo Eun’s third OSL mini-tutorial shows how scene data and straightforward mathematics can drive shaders in 3ds Max.

Archive notice: This article was originally published on 9 November 2020 and has been translated into English as part of Digital Production’s archive project.

OSL mini-tutorial

Changsoo Eun’s third Open Shading Language mini-tutorial explains how to use scene data and basic mathematical operations to build more responsive OSL shaders in 3ds Max.

The lesson is designed to make shader logic approachable without requiring advanced mathematics, showing how practical inputs and vector operations translate into visible material behaviour.

The tutorial was published on CG Animator.