Spectralis wrote:Is it possible to have PBS shaders for OcDS?
The short answer: you can duplicate what MEC3D is doing in OcDS. Set gamma for diffuse channel of all of your textures to 1, then in render settings select 'Linear' as film response curve (last choice in long list) and set gamma to 2.2, use exposure to adjust overall brightness of your image and 'white point' for overall tone.
Will this make your image 'physically correct'? No. It's just another artistic workflow, if it suits your personal style - OK, if not - there are others.
Why is it not correct? Because in Poser/DAZ world we use textures that are not result of standardized measurements but are 'artistically' produced using photos and Photoshop, and all that pipeline actually steals bits of physical properties from textures. De-gamma is obvious thing but it cannot return that stolen info back - it's just one more layer added to all of that Photoshop filters
For your renders to be correct you need HDR textures coming from known sources so you can map pixels into their 'physical' meaning like albedo and luminance. Then, you need a set of light propagation rules. Octane has it in form of fixed set of BSDF - diffuse, glossy and specular (diffuse may be made to BSSDF by adding scattering), iray uses MDL to define them, so in iray you have complete freedom of being as 'realistic' as you like. Octane V3 will have OSL support so you'll have the same capabilities after OcDS will catch up to V3 (no more than in 5 years

). And finally you need right tonemapping tuned for your target presentation device (LED computer monitor is different from IMAX projector). And money for all of that
