Octane lacks procedural texture capability ? ( 3ds Max )

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Octane lacks procedural texture capability ? ( 3ds Max )

Postby Exaco » Tue Sep 19, 2017 12:17 pm

Exaco Tue Sep 19, 2017 12:17 pm
Not sure if it's just me or Octane actually lacks the capability of making procedural textures compared to other renderers.
I am trying to recreate this material: https://youtu.be/27fYPFSkOSU?t=59s played with all various maps and it's not even close to the look, feels like im lacking some more options or even skill.

Maybe some experienced Octane user could check the material and tell if its possible to recreate nearly 1:1 look in Octane for Max alone ? Or i will need 3rd party software such as Substance Designer to make it ?

My attempt so far: https://www2.pic-upload.de/img/33945096/Untitled.png ( no idea how to make the cracks )
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby gueoct » Wed Sep 20, 2017 8:47 am

gueoct Wed Sep 20, 2017 8:47 am
What do you need procedural for?
It´s a flat object, so create a few maps in Photoshop.
Keep it simple: 1 diffuse map , 1 reflect map, one glossiness map, 1 bump map should do.
THIS is ridiculous: https://www2.pic-upload.de/img/33945096/Untitled.png
You cannot tell me you still got control over this map tree..... ;-)
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby paride4331 » Wed Sep 20, 2017 9:50 am

paride4331 Wed Sep 20, 2017 9:50 am
Hi Exaco,
attached a material, using RGB map, to modify it as you wish.
I do not think is a good way using procedural textures, because you can not use them in displacement node (with Octane 3.06x).
Bump texture map is not a good way for macroscopic texture.
In Octane Render 3.07x you will have a baking node texture that will allow you to use the displacement node with procedural textures,
and in Octane Render 3.08x, with OSL, you will be able to create and use many types of procedural textures.
Regards
Paride
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby Exaco » Wed Sep 20, 2017 11:12 am

Exaco Wed Sep 20, 2017 11:12 am
gueoct wrote:What do you need procedural for?
It´s a flat object, so create a few maps in Photoshop.
Keep it simple: 1 diffuse map , 1 reflect map, one glossiness map, 1 bump map should do.
THIS is ridiculous: https://www2.pic-upload.de/img/33945096/Untitled.png
You cannot tell me you still got control over this map tree..... ;-)

Yea currently i am waiting for the scan of this material and just gonna make the maps for it, also i have full control over that, just bit unorganized and not easy to control :D


paride4331 wrote:Hi Exaco,
attached a material, using RGB map, to modify it as you wish.
I do not think is a good way using procedural textures, because you can not use them in displacement node (with Octane 3.06x).
Bump texture map is not a good way for macroscopic texture.
In Octane Render 3.07x you will have a baking node texture that will allow you to use the displacement node with procedural textures,
and in Octane Render 3.08x, with OSL, you will be able to create and use many types of procedural textures.
Regards
Paride


Thanks, thats great news! But for now i still don't like the idea of using "maps", its pretty destructive workflow also limited to resolution, unless keeping the displacement nodes on a side for modification, so 3.08x should be great for what i need and about baking the 3ds max already has "Render Map" function so i can render the maps i made using Noise/Turbulence etc but probs not that good compared to the baking node.

Btw did u used Octane maps to create that displacement ?
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby paride4331 » Wed Sep 20, 2017 12:44 pm

paride4331 Wed Sep 20, 2017 12:44 pm
Exaco,
this is a another material, using bump node, as you will see, will not be optimal without displacement node.
you can also make a baking texture with 3.06x, but with 3.07x baking node texture process is simple and immediate speeding up your workflow.
Regards
Paride
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby acc24ex » Thu Sep 28, 2017 6:39 pm

acc24ex Thu Sep 28, 2017 6:39 pm
BTW you all do realize you can use all of the 3dmax procedurals, it's a half hack though cause it bakes it every time you use it, so it can become slower.. (didn't notice it), but you can plug in all of the stuff that works in the standalone - even substance material

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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby Rico_uk » Mon Oct 09, 2017 10:24 am

Rico_uk Mon Oct 09, 2017 10:24 am
I had no idea this could be done, it's a very cool way of rendering Max's procedural textures. It seems to work well for things like noise, but is there a way to get the Falloff texture working properly? It does render something, and surprisingly even the mix curve affects it which is great, but the falloff doesn't seem to be from the camera position, and if I change the falloff to be relative to an object, or to use a different axis it just renders one colour. I can imagine it wouldn't work for the light / shadow falloff, but if it can use towards / away objects and different axes that would be fantastic.
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby Rico_uk » Wed Oct 18, 2017 12:32 pm

Rico_uk Wed Oct 18, 2017 12:32 pm
Since reading this post I've done some testing as to what does and what doesn't work. In the reply above I mentioned about the limitations of the falloff texture, but I'm also having a problem with the vertex color texture. I've attached a screengrab to show the problem. Essentially when the vertex colour is white Octane will render it as yellow.
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby paride4331 » Wed Oct 18, 2017 2:45 pm

paride4331 Wed Oct 18, 2017 2:45 pm
Hi Rico_uk,
what are you trying to do?
Regards
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Re: Octane lacks procedural texture capability ? ( 3ds Max )

Postby Rico_uk » Wed Oct 18, 2017 3:30 pm

Rico_uk Wed Oct 18, 2017 3:30 pm
I'm trying to render vertex colours in Octane in Max. So I could be able to render vertex data which is baked into a meshes data channel. It pretty much works except for the yellow / white.
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