PBR Shader for Octane in Maya?

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PBR Shader for Octane in Maya?

Postby Snoopy » Sat Apr 23, 2016 1:20 am

Snoopy Sat Apr 23, 2016 1:20 am
Hello, sorry if this has been asked before.
Is there a PBR Shader for Octane in Maya?
Quixel in particular.

I've noticed there are a few
MBB_QUIXEL ... in the Live DB list but I couldn't make them work.

Any ideas?

Thanks
Attachments
Quixel_PBR_Preset.jpg
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Re: PBR Shader for Octane in Maya?

Postby k.a.schubert » Mon Apr 25, 2016 10:48 pm

k.a.schubert Mon Apr 25, 2016 10:48 pm
There is no official PBR shader from us.

But if a user has uploaded one in the LiveDB,
you should be able to contact that user here in the forums
and ask him directly if he/she made it work.

Best,
Kai
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Re: PBR Shader for Octane in Maya?

Postby Jolbertoquini » Wed Apr 27, 2016 4:59 pm

Jolbertoquini Wed Apr 27, 2016 4:59 pm
Snoopy wrote:Hello, sorry if this has been asked before.
Is there a PBR Shader for Octane in Maya?
Quixel in particular.

I've noticed there are a few
MBB_QUIXEL ... in the Live DB list but I couldn't make them work.

Any ideas?

Thanks


I realize the shaders they create is pretty easy to reproduce and have more control. I find the texture use on this shaders doesn't have a proper BRDF is look like they set IOR 1 and let the texture drive the results and this break the BRDF of the material and they reacting in a weird way my advise will be to create via mask and try to have a nice fresnel. for each type of shader you create.
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Re: PBR Shader for Octane in Maya?

Postby rudigude » Sat Sep 24, 2016 8:00 pm

rudigude Sat Sep 24, 2016 8:00 pm
I had the same problem. When you import from Live DB directly to Maya it won't work. So I decided to transcript manually the nodes from standalone to Maya. My guess is the network get broken because of a missing feature in the Gradient octane node for maya. In the standalone you can input textures in the gradient points, In Maya only RGB color input.

Now I realize and regret buying Maya plugin, they are very behind C4D plugin development stage.

So I tried to fix that replacing this gradient shader with a mix material and a Fallout map. I think it worked like in Standalone. Even in standalone I had some problem with a Aluminum Quixel material appearing dark. But my project was really simple so I don't really know if other differences might occur.

I didn't try to fully understand what's happening on this shader network, but for me, sounds it should be much simpler. I hope the developers help us with that. Quixel is a much powerful tool than relying on Octane Live DB for creating materials.
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