Quixel 2.0 and Octane LW Plugin

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3dreamstudios
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Anyone using Quixel 2 with Octane LW Plugin. I've seen a tutorial for the stand alone...but they used a metalness layer in stand alone and we don't have that in Plugin. I'm not getting the same results using metalness in specular channel.

Anyone with a workflow?
gordonrobb
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There's a thread on here that Miko3D has. He has created a material for standalone tha to uses the metalness workflow and it gets great results. I'm currently trying to convert thta material into LW, and I'm finding that, as I suspected, there are a lot of the nodes in LW that don't operate the same way as standalone.
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juanjgon
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The problem can be related to the Standalone or the LW color correction. In theory the same parameters in the nodes should render the same materials in the LW plugin and in the Standalone.

-Juanjo
gordonrobb
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juanjgon wrote:The problem can be related to the Standalone or the LW color correction. In theory the same parameters in the nodes should render the same materials in the LW plugin and in the Standalone.

-Juanjo
So if CS is disabled in LW, shouldn't it be working the same? What is the solution?
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juanjgon
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gordonrobb wrote:
juanjgon wrote:The problem can be related to the Standalone or the LW color correction. In theory the same parameters in the nodes should render the same materials in the LW plugin and in the Standalone.

-Juanjo
So if CS is disabled in LW, shouldn't it be working the same? What is the solution?
Yes, with the LW color space disabled, and the same settings in the render target imager node, both should be working the same. In my tests here the gradient node is working the same in standalone and in the plugin. I need a test scene to see what could be the problem.

-Juanjo
gordonrobb
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I'll try to get you something today.
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3dreamstudios
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So a question I have is on anything metal...we usually get a frensel effect...I usually use the Falloff node for this. However from Quixel the metallness map has different white values for different parts of surfaces....ie...painted steel or something. How can you combine the falloff node with a metallness map and get it to look correct?

I'm getting decent results inside LW Plugin of Octane except for most of the metals, not super happy with them yet.
gordonrobb
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IMHO a metalness map only has black or white. Black being non-metal and white being metal. Specular has shades of great.

In a metalness workflow (which Octane does not do) the renderer gets the fact that a point is metal from the metalness image, and then takes the specular colur from the albedo map (somehow) and the roughness then defines how smooth that bit is. I think.

I really think we need to use a Specular workflow form Suite to work in Octane. There is no sense (to me) in converting one workflow to another on the fly, when we can get the right images out of Quixel.
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Rob49152
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I hope that under octane 3.0 I'll be able to bake a UV using the material ID with the info kernel node. I bought quixel 2.0 and I'm not finding it all that usable right now. I'd kill for some quick tutorials right about now.
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FrankPooleFloating
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Try PB Texture Baker, a Modeler plug. ;)
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