Hi,
Thank you for upgrade this essential script, but im having problem to load all maps to create each material. My workflow is using Pixplant to export all the maps and then import to octane (if you guys have another suggestion to create in a quick and easy method, please advise me : )).
But when i load the first map, right after "ok" i receiving a messsage that the "_roughness" cannot me loaded. I´ve attached the print for the error and created the same material in different ways to see if the map is generated with any problem, but after change some configs in map doesn´t work at all.
Sorry for asking more help but i really need to understand what is happening.
PS. Added the maps generated in Pixplant with addition of the same roughness converted in .jpg file
MBB QUIXEL PBR material with Lua
- Attachments
-
- Brick.rar
- The example files
- (57.84 MiB) Downloaded 477 times
Windows 10 pro x64 | Geforce GTX 980| AMD FX-9590 | 8GB DDR3| Octane render 3.03 |
Hi anereton,
the script assumes that all the maps shares the same file format of the albedo map.
If you create the Log window from the Windows menu, you can see that also the Displacement map is not loaded before creating the material: I can add a more evident error message, or think at a way to skip the file format
ciao beppe
the script assumes that all the maps shares the same file format of the albedo map.
If you create the Log window from the Windows menu, you can see that also the Displacement map is not loaded before creating the material: I can add a more evident error message, or think at a way to skip the file format

ciao beppe
Thank you for quick answer.
Now i get it!
Im gonna test that at night....
Thank you so much!
Now i get it!
Im gonna test that at night....
Thank you so much!
Windows 10 pro x64 | Geforce GTX 980| AMD FX-9590 | 8GB DDR3| Octane render 3.03 |
Hi nickson,
about Maya, sorry, I cannot help on this.
About importing, you can use LocalDB, not LiveDB, to better organize your material and easily import in plugins.
ciao beppe
about Maya, sorry, I cannot help on this.
About importing, you can use LocalDB, not LiveDB, to better organize your material and easily import in plugins.
ciao beppe
So I tried to compare:
Albedo mapped to the PBR script, and I plugged in all the pieces (Albedo, Roughness, Metalness, Normal, Displacement)
VS
Albedo and all the pieces mapped to a Glossy shader
The PBR material, at default, seemed to render very fast, and I wasn't sure if I am seeing this correctly.
I ran at 1920 x 1080 res, to a sample limit of 50, because it will render to whatever you set it at...
But it seemed to be earliest done at 50...Fifty, not a mistype....Fifty. (It took 1 second w/4 Titan X.)
And, here is my best approximation on the Glossy of the look the PBR one it gave, I can't match it exactly, they work different somehow. Look how the lighting hits it, it's almost like a different angle or something.
But here is the big thing, at 50 s/px, the PBR render looked good. At 50 s/px, the Glossy render showed hot pixels and was grainy (unfinished), so I included a pic of the HP removal on as well...
But, Look! Is this the future we are seeing?
Octane + PBR = a good looking result @ mega speed?
Albedo mapped to the PBR script, and I plugged in all the pieces (Albedo, Roughness, Metalness, Normal, Displacement)
VS
Albedo and all the pieces mapped to a Glossy shader
The PBR material, at default, seemed to render very fast, and I wasn't sure if I am seeing this correctly.
I ran at 1920 x 1080 res, to a sample limit of 50, because it will render to whatever you set it at...
But it seemed to be earliest done at 50...Fifty, not a mistype....Fifty. (It took 1 second w/4 Titan X.)
And, here is my best approximation on the Glossy of the look the PBR one it gave, I can't match it exactly, they work different somehow. Look how the lighting hits it, it's almost like a different angle or something.
But here is the big thing, at 50 s/px, the PBR render looked good. At 50 s/px, the Glossy render showed hot pixels and was grainy (unfinished), so I included a pic of the HP removal on as well...
But, Look! Is this the future we are seeing?
Octane + PBR = a good looking result @ mega speed?

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Here is a head 2 head battle with a texture emission diffuse, stopped render at 50 (fifty) s/px, @res of 3840 x 2160:
PBR to left of me, Glossy to my right
Here I am, stuck in the middle with you..
PBR to left of me, Glossy to my right
Here I am, stuck in the middle with you..
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Hi Notiusweb,
since this is only the discussion about the script that is based on QUIXEL_PBR shader from LiveDB, my suggestion is to post your questions in the original discussion:
viewtopic.php?f=9&t=51470
Anyway, if you look inside a material created with the PBR setup, you can see the difference in the node structure, especially for the Specular node.
How can a complex mix material look the same as a single glossy? Or I have completely misunderstood your point?
ciao beppe
since this is only the discussion about the script that is based on QUIXEL_PBR shader from LiveDB, my suggestion is to post your questions in the original discussion:
viewtopic.php?f=9&t=51470
Anyway, if you look inside a material created with the PBR setup, you can see the difference in the node structure, especially for the Specular node.
How can a complex mix material look the same as a single glossy? Or I have completely misunderstood your point?
ciao beppe
Hi Beppe,bepeg4d wrote:Hi Notiusweb,
since this is only the discussion about the script that is based on QUIXEL_PBR shader from LiveDB, my suggestion is to post your questions in the original discussion:
viewtopic.php?f=9&t=51470
Anyway, if you look inside a material created with the PBR setup, you can see the difference in the node structure, especially for the Specular node.
How can a complex mix material look the same as a single glossy? Or I have completely misunderstood your point?
ciao beppe
No question, just am commenting on the script showing PBR needing less computation to achieve a complete rendered look.
(If anything, I would want the glossy to look like the PBR!!!!)
Or in simpler language,
Script =

Thx!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise