Quixel SUITE/PBR shader for Octane inside c4d

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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby Rickky » Fri Mar 18, 2016 5:43 pm

Rickky Fri Mar 18, 2016 5:43 pm
I don't understand why is so difficult with Quixel and so easy with substance painter ? :roll:
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby prehabitat » Fri Mar 18, 2016 9:00 pm

prehabitat Fri Mar 18, 2016 9:00 pm
Rickky wrote:I don't understand why is so difficult with Quixel and so easy with substance painter ? :roll:

Hi Rickky,

Do you use substance suite? Or just painter?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby prehabitat » Fri Mar 18, 2016 9:02 pm

prehabitat Fri Mar 18, 2016 9:02 pm
Rickky wrote:I don't understand why is so difficult with Quixel and so easy with substance painter ? :roll:

Hi Rickky,

Do you use substance suite? Or just painter?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby Rickky » Sat Mar 19, 2016 7:45 am

Rickky Sat Mar 19, 2016 7:45 am
I'm using painter but consider to use quixel more because the price for upgrading painter 2.0 is for me too expensive (400$)
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby prehabitat » Sat Mar 19, 2016 10:53 am

prehabitat Sat Mar 19, 2016 10:53 am
I thought the upgrade for painter was only $99 (only 149 for a new licence for that matter).
Unless you have multiple licences to upgrade?

Do you use the substance c4d plugin?

Or did you mean substance is easier because the Substance painted mats hook up to octane and present/look identically to in substance rather than the metal inconsistencies people seem to be getting with between Quixel and octane ?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby Rickky » Sat Mar 19, 2016 11:36 am

Rickky Sat Mar 19, 2016 11:36 am
400$ for pro version :(
With SP you can work with metalness and at the end for the export, you choose octane profile and it is done!
Just compensate the gamma in spec and roughness with 1.45 instead of 2.2 and IOR with 1.
Attachments
roughness_without_changes.jpg
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby prehabitat » Sat Mar 19, 2016 11:56 am

prehabitat Sat Mar 19, 2016 11:56 am
Aah, I was only looking at the indie pricing; I thought it was too good to be true.

I have Quixel already; might try SP trial and see if I like it... I like the idea of not wasting time (on a less refined workflow)
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby gordonrobb » Sun Mar 20, 2016 9:04 am

gordonrobb Sun Mar 20, 2016 9:04 am
What is changing the gamma from 2.2 to 1.45 achieving. And if that works with maps for SP, ha anyone tried it with maps from Quixel. As far as I'm concerned, anything you have to tweak to set up, is not a very good export. I find that the Octain exporter in Quixel works well (not the Metalness one), as long as you have gamma of 2.2 for all maps except the roughness, which should be 1.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby Rickky » Sun Mar 20, 2016 3:17 pm

Rickky Sun Mar 20, 2016 3:17 pm
Can you elaborate more ? Which exporter do you use and can you show us some result ?
Thanks in advance
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Re: Quixel SUITE/PBR shader for Octane inside c4d

Postby gordonrobb » Sun Mar 20, 2016 6:07 pm

gordonrobb Sun Mar 20, 2016 6:07 pm
Rickky wrote:Can you elaborate more ? Which exporter do you use and can you show us some result ?
Thanks in advance


Sorry I just noticed this thread was talking about C4D. I'm using Lightwave, but I don't imagine it should make much difference. I use the Octane (sRGB) exporter. plug maps into a glossy, all at 2.2 except the roughness which I set to 1. For non metals, i use in index of 1 and it should look right. For metals, I tweak the index way up. If I have a mix of both, I use two glossy nodes with different indexes, and mix them using either a high contrast version of the specular, or export a metalness map (after adding it to the project obfioulsy) and use that to mix. Results are shown here between quixel and Octane IPR.

octane.jpg


And something I textured in Quixel, rendered this way in Octane.

Beauty_Shot_Highway.jpg
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