I have been on the Quixel Suite beta program taking care of the Octane calibration setup,as the release of Suite V2 is imminent we decided to start sharing the setup for octane Standalone so you guys can have some fun and maybe help us with some feedback.
With Octane version 2.x we need to use a compound material for a pretty seamless plug and play experience ,this will change,hopefully, in V3 thanks to OpenSl,so take this setup as a v2.x bridge till the new V3 is released and we have a fully compatible PBR shader for it.
Now about the good news, i have been surprised as how nicely and close octane renders this materials,I'm using for reference and calibration purposes a "principled"Disney PBR shader in Houdini Mantra and of course 3DO ,the Octane shader tries to mimics most of the properties of the Disney PBR shader, so we have same roughness/metal setup,de-saturation of metals at gracing angles,"squared" roughness remap,control for dielectric reflections at F0,retro-ilumination ,and a few extra bits.
So why did i chose Disney PBR? because of the compatibility , as I started working on the calibration, i was more and more setting up things inside the Octane shader network and less in the calibration profile,so there are quite a bunch of nodes in Octane that could be extracted and done in the calibration, however this would isolate the use of the shader to just DDO which i think it would be a shame.
About the not so good news,things are "in progress" and evolving as the SUITE is being finished, I would like to add some extra stuff like calibrated translucency and maybe SSS at some point, but I think V3 will come first.
The setup is simple,for Suite V2 beta , work with the Disney/metalness in DDO and export the textures using same profile, In Octane import the MBB_QUIXEL_PBR shader from the LiveDB(materials/misc) and just plug each texture into the corresponding texture slot.For dielectrics I have added an F0 reflection control,its being setup for a 4% reflection, this value is pretty common and should work for most materials.
Finally, lets keep this post just focused in improving and having a great useful shader.
Here are some of my tests during the beta:
I hope it helps and have fun!
Added: version for Houdini Plugin
Added: version for Blender Plugin
Added: version for 3dsMax2016 Plugin