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 if there is a big number of texture sets it shows low efficiency.
I used V-ray, Arnold, Corona before. Each of them can make a complex surface material in one shader. So, why does Octane don’t make the Glossy material, Diffuse material, Specular material into one shader?
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. I made this image in Photoshop.