pixonoid wrote:miko3d wrote:pixonoid wrote:Hi,
I have a problem now with the new Sepcualr workflow Octane (srgb) profile
it was kinda working in 2.02 (when they added the profile), i only had to invrt the roughness
but now in 2.03 (they fixed the naming of the maps - and something i dont understand) the roughness is off, inverting doesnt help and i cant imagine playing with the gamma would do any good.
Hi Pixonoid,
how are you hooking your textures? are you building your own material?SRGB is not plug and play and unless you want to experiment I would advise against it.
i have added a MAX version of the PBR shader for Octane in the thread ,if all you want to do is work with the suite just use the Octane(Disney) profile in DDO load the textures in the shader and you should be good.
Hope it helps
True, i just thought they made a specific profile to make it plug'n'play.
In 2.02 Quixel export of the Octane SRGB everything was kinda right, i only needed to invert the roughness ?
your shader is a big help and i use it. I'm just fiddle around with my workflow, that "monster" shader is kinda clunky in max.
i build my own mats all the time, i was just hoping that if they make a specualr octane profile and hand me albedo,spec,roughenss and normal
it wouldn't be neccesary to build up a huge colorcorrection, falloff, etc. material to get it right in octane.
Remember that the way PBR (the standard in software like Quixel suite S painter,etc.. )works is not the same as we are used to, a lot has to do in how the workflow is being simplified and how the textures are authored differently.Thats why in octane 2.x we cant have a simple plug and play solution.A shader needs to be built in addition to a texture preprocess(calibration).
Still well worth it,as PBR is a material to rule them all, so basically you can have any (solid) material by just swapping textures. Even more cool aspect of this is that now instead of creating textures in your 3D painter you are creating materials in it, so think of it like doing the shading work in realtime in DDO, then export and hook the textures to the shader in Octane and click render.
if you want to add stuff like SSS or translucency you can always mix the out the result with a pure SSS material, so yes, the material uses extra nodes,but it should be as flexible as any other Octane shader, just ignore those "under the hood" nodes.
its a shame that in 3dsmax there doesn't seem to be a way of grouping or creating a compound to hide them as they can be a bit intimidating,but to me it was a decision between how close I wanted to get to the source or just create a simple texture conversion plus a simpler shader, I chose the former as I believe the scanned data and calibration detail from DDO deserves a more accurate solution.