But it works.
Quixel SUITE/PBR shader for Octane 2.x
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- gordonrobb

- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Miko3D. You are a god. Thanks a great deal. It works a treat. I looked under the hood as I want to create a LW version (if you're ok with that), and it is incredibly complex 
But it works.
But it works.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- gordonrobb

- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Anyone got any experience converting Standalone materials?. I have copied (checked and rechecked) this material into Lightwave, and it looks nothing like the standalone. Nodes are definitely not performing the same way is in standalone. The gradient to remap the roughness map for instance makes it slightly lighter, instead of slightly darker with more contrast. Anyone got any ideas?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
check this: viewtopic.php?f=9&t=51470&start=20#p256651igor73 wrote:I have the MBB_Quixel_PBR in my live data base. But everytime i try to load it Octane server crashes. This is extremley anoying as i am eager to try the Quixel 2.0 pre set. Any ideas what could cause this?
Ok, so im having a look for a solution with the plugins,
unfortunately things arent very rosey, it all depends how each plugin loads and interprets the Orbx file(hopefully the same) but with my quick tests in Houdini ,input nodes are ignored(those are the main nodes we just care for) and it creates nodes for every single parameter in the file,thats why its messy,grouping is not working either,very annoying....
Ill have a word with Juangon,Houdini plugin developer,for a good general solution and keep you guys posted.
unfortunately things arent very rosey, it all depends how each plugin loads and interprets the Orbx file(hopefully the same) but with my quick tests in Houdini ,input nodes are ignored(those are the main nodes we just care for) and it creates nodes for every single parameter in the file,thats why its messy,grouping is not working either,very annoying....
Ill have a word with Juangon,Houdini plugin developer,for a good general solution and keep you guys posted.
- gordonrobb

- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
If you're interested, I have a simple set up that seems to look ok. Doesn't do any of the complicated stuff you are doing. And uses a specular workflow.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Hi guys,
I have setup a Houdini plugin version of the PBR shader,it has the same interface as in standalone and I also have added automatization of texture loading,so no need to select files just rename the shader and listo! great for quick material tests!:)
however, as the Livedb and Orbx file import varies from plugin to plugin we may or may not have a clean interface for each plugin,it all depends how flexible the 3D app and the plugins are,but the shader will work.I just need to check what nodes it creates and what it ignores.the best thing to do is drop me a line for a version and we can have a look.
I have setup a Houdini plugin version of the PBR shader,it has the same interface as in standalone and I also have added automatization of texture loading,so no need to select files just rename the shader and listo! great for quick material tests!:)
however, as the Livedb and Orbx file import varies from plugin to plugin we may or may not have a clean interface for each plugin,it all depends how flexible the 3D app and the plugins are,but the shader will work.I just need to check what nodes it creates and what it ignores.the best thing to do is drop me a line for a version and we can have a look.