Hello, octane users and developers.
Recently, I was trying to build a complex environment in 3ds max. I’m using Substance Painter create all textures.I usually export Basecolor, Roughness, Metallic, Normal, Emissive, Maps for my assets, so sometimes there are 3 different types of materials(Non-Metal, Metal, Emissive parts) in one texture set. For such a case, I need mix 2 Glossy Material shaders by Metallic map and mix another one Diffuse Material for emission.
I know there is some other mixing method could be working with Substance Painter, but still can’t avoid mixing materials or maps several times.
I got an information from Allegorithmic Forum, there is a Metal/Rough PBR shader can be used in the standalone version. I downloaded this shader from LiveDB, and I found it works great. But it still needs to mix a Diffuse Material for Emission. Because this shader also mixed by 2 Glossy materials, it just packed as one shader.
As I known, even the Cinema4D version has higher compatibility than others, the same problem exists.If working on a small project, this workflow is okay, but for a large environment, or a big number of texture sets it shows low efficiency.
Maybe there are some tough technical problems to build such a multi-functioned shader, but as a user, I think I need a shader more like this.
What do you think?