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Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Wed Nov 25, 2015 2:14 pm
by miko3d
Hey Guys,

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! :)

forest2k.jpg

stones_test.jpg

threeThirdsFrontB.jpg

Sheet1.jpg

sheet2.jpg


Added: version for Houdini Plugin
MBB_Quixel_PBR_v1.7.zip
Quixel/PBR Version for Octane-Houdini Plugin
(17.72 KiB) Downloaded 453 times


Added: version for Blender Plugin
MBB_QUIXEL_PBR_Blender_v1_6.zip
Quixel/PBR Version for Octane-Blender Plugin
(91.99 KiB) Downloaded 422 times


Added: version for 3dsMax2016 Plugin
MBB_QUIXEL_PBR_Max2016_v1_6.zip
Quixel/PBR Version for Octane-Max2016 Plugin
(68.7 KiB) Downloaded 466 times

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Wed Nov 25, 2015 3:02 pm
by Phantom107
My shoes almost fell off looking at that first pic with the vegetation, I'm dying to learn how to achieve this!

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Wed Nov 25, 2015 3:47 pm
by fatrobotsneedlove
Oh, fantastic! Will try this afternoon.

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Wed Nov 25, 2015 6:44 pm
by atmos89
can't find the material in octane DB

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 1:16 am
by Rikk The Gaijin
Phantom107 wrote:My shoes almost fell off looking at that first pic with the vegetation, I'm dying to learn how to achieve this!

That one is using Megascans assets.

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 1:59 am
by prehabitat
[quote="miko3d"]
threeThirdsFrontB.jpg

[quote]

Hey Miko,

Where did you get the Ducati Monster model?

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 9:56 am
by miko3d
Thanks Phantom,

The forest scene was built by instancing around 10 plane primitives (with different textures from megascan to displace and cutout )all the instancing of leaves was done using nanomesh in Zbrush and exported to octane as instances via houdini,then i built some basic tree mesh and render using an early version of the PBR shader in Octane.I have been using this technique quite a bit along with speedtree.Here are a few more renders:

macroConifer.jpg
sh05.jpg
forest4Closeup2.jpg
forest4Closeup1.jpg


Hey prehabitat,I have modeled it in Zbrush,here is a link to my WIP page if you want to know more

http://www.zbrushcentral.com/showthread ... onster-WIP

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 11:01 am
by Refracty
Great work Miko,
I like the leaves and the mud on the monster ;)
Did you paint the mud via quixel or directly in ZBrush?

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 11:40 am
by Lewis
Looks great, I'd like to see some quick video tutorial setup of whole procedure.

thanks

Re: Quixel SUITE/PBR shader for Octane 2.x

PostPosted: Thu Nov 26, 2015 2:22 pm
by Phantom107
Looks absolutely stunning. I really want to have that plant material... :o Or at least take a look at it to learn how it works... then I can try and replicate that in my existing vegetation materials which are pretty good but not as good as this by far.

I see Quixel is offering the 'megascans starter kit' in one of their software packs on their site. Is that a standalone where I can access this vegetation material?