Non-Mixed PBR Shader Request

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Non-Mixed PBR Shader Request

Postby leesungwoo » Wed Oct 18, 2017 3:47 am

leesungwoo Wed Oct 18, 2017 3:47 am
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.
Matpre.jpg
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Re: Non-Mixed PBR Shader Request

Postby FrankPooleFloating » Wed Oct 18, 2017 12:25 pm

FrankPooleFloating Wed Oct 18, 2017 12:25 pm
Lee, there have been similar requests from others. One called this an ubershader, if I am not mistaken...

And they really want the requests to go here now: https://render.otoy.com/requests/

;)
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Re: Non-Mixed PBR Shader Request

Postby leesungwoo » Fri Oct 20, 2017 6:26 am

leesungwoo Fri Oct 20, 2017 6:26 am
FrankPooleFloating wrote:Lee, there have been similar requests from others. One called this an ubershader, if I am not mistaken...

And they really want the requests to go here now: https://render.otoy.com/requests/

;)


Thank you. I just voted :)
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Re: Non-Mixed PBR Shader Request

Postby Phantom107 » Fri Oct 20, 2017 10:06 am

Phantom107 Fri Oct 20, 2017 10:06 am
Octane works on rendering concepts. If you dive into the deep science of PBR and how to properly implement then you can make an ubershader right now using the available nodes ;)
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Re: Non-Mixed PBR Shader Request

Postby prehabitat » Tue Nov 07, 2017 10:23 am

prehabitat Tue Nov 07, 2017 10:23 am
Can you show an example Phantom?
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Re: Non-Mixed PBR Shader Request

Postby prehabitat » Tue Nov 07, 2017 10:32 am

prehabitat Tue Nov 07, 2017 10:32 am
Actually, never mind. I think 3.08 features change this landscape a little..
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Re: Non-Mixed PBR Shader Request

Postby bepeg4d » Tue Nov 07, 2017 10:39 am

bepeg4d Tue Nov 07, 2017 10:39 am
Hi leesungwoo,
note that when 3.08 will be integrated in Max, the things are going to become more easy, thanks to the new metallic material, you should end up with only one mix material for emission:
viewtopic.php?f=33&t=63219

Hi prehabitat,
about ubershader with current material system, here is an example from Houdini plugin:
https://vimeo.com/180628787
And for c4doctane by Raphael Rau/Silverwing:
http://www.silverwing-vfx.de/free_stuff.html

ciao beppe
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Re: Non-Mixed PBR Shader Request

Postby aoktar » Tue Nov 07, 2017 3:49 pm

aoktar Tue Nov 07, 2017 3:49 pm
leesungwoo wrote: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.
[/attachment]

I'm implementing a material wrapper to use several sub materials without user handling the mix-octane material system.
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Re: Non-Mixed PBR Shader Request

Postby prehabitat » Wed Nov 08, 2017 12:10 pm

prehabitat Wed Nov 08, 2017 12:10 pm
bepeg4d wrote:Hi leesungwoo,
note that when 3.08 will be integrated in Max, the things are going to become more easy, thanks to the new metallic material, you should end up with only one mix material for emission:
viewtopic.php?f=33&t=63219

Hi prehabitat,
about ubershader with current material system, here is an example from Houdini plugin:
https://vimeo.com/180628787
And for c4doctane by Raphael Rau/Silverwing:
http://www.silverwing-vfx.de/free_stuff.html

ciao beppe


Thanks Beppe! :)
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