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Universal Material & PBR

PostPosted: Thu Jan 31, 2019 2:13 pm
by DanH71
Hi,

just downloaded the demo of octane render and im looking at using a PBR workflow from substance.

Ive been using some geo and baked texture maps that I produced for unreal that include:

Base Color
Normal
and lastly a OcclusionROughnessMetallic map

I've plugged in the Base Colour to Albedo , Normal to Normal and used the OcclusionRoughnessMetallic material into both the roughness and Metallic inputs but see
no input for AO?

Im getting some king of resemblance to my substance painter generated materials but guess this is not the correct workflow..
So my question is two fold.
Do i need to output seperate AO, Roughness and Metallic textures from substance and input individual textures to each input and where does the AO image go?

Loving the software so far with the very limited time ive had with it!

thanks
Dan

Re: Universal Material & PBR

PostPosted: Fri Feb 01, 2019 9:58 am
by bepeg4d
Hi Dan,
there should be a direct plugin importer for Substance to c4doctane, anyway, yes please, export separated maps, to plug in the correct pins, and for AO, use a Multiply node to add the AO texture on top of albedo, and metallic, if necessary.
Also change the model from Octane to GXX for best compatibility.
ciao Beppe

Re: Universal Material & PBR

PostPosted: Sat Feb 02, 2019 1:16 pm
by BurtSan
What happens if you leave it on Octane by the way?

Re: Universal Material & PBR

PostPosted: Mon Feb 04, 2019 10:24 am
by DanH71
bepeg4d wrote:Hi Dan,
there should be a direct plugin importer for Substance to c4doctane, anyway, yes please, export separated maps, to plug in the correct pins, and for AO, use a Multiply node to add the AO texture on top of albedo, and metallic, if necessary.
Also change the model from Octane to GXX for best compatibility.
ciao Beppe



thanks for the reply. i model in 3ds max and have previously exported substance textures using the allergorithmic export for unreal and was seeing if i could use this export in octane in its present format to save exporting another variation of my textures [recycling so to speak!;).

but from your words which are very helpful it seems i have to export in a different way.

so thanks

Re: Universal Material & PBR

PostPosted: Tue Feb 05, 2019 3:09 pm
by paride4331

Re: Universal Material & PBR

PostPosted: Fri Feb 08, 2019 11:19 am
by bepeg4d
BurtSan wrote:What happens if you leave it on Octane by the way?

Nothing terrible, but the translation could be less accurate with Octane model.
ciao Beppe

Re: Universal Material & PBR

PostPosted: Wed Feb 13, 2019 9:41 am
by DanH71


thanks, will check it out!