Quixel PBR material not working in any plugin

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igor73
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Posts: 84
Joined: Fri Jan 24, 2014 8:04 pm

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? I am using the blender plugin but i have also herd from others using 3DS max and C4D that the material does not work for them either. Quixel is a very popular texture application and it would be great if we could get it to work in the pug ins. It does work well in standalone.
daniel.reutersward
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I´m using the 3Ds Max plugin and I can download the material from LiveDB without any problem, but the material is not working correctly when you add in the textures and the material itself is overall very confusing.
The standalone version of the material seemed very easy and straight forward to use!
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Yambo
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Same issue in c4d, a topic i׳ve opened yesterday in c4d sub-forum:
viewtopic.php?f=30&t=51537
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cfrank78
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It would be very wishfull, that there can be a simple "orbx" workflow. So one the material is converted to orbx from the quixel database and/or a own made material, it can be used in all plugins with the orbx format. Especially The displacement workflow would be VERY usefull, when finally megascans will be released!

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pixonoid
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Joined: Wed Sep 23, 2015 10:29 am

Likewise

in 3DS Max Octane the MBB_QUIXEL_PBR and _PBR2 are very confusing and full of mixmaps, falloff, and color correct nodes, and i have no clue how to make it look right :)
i "think" i got it working
check this thread
viewtopic.php?f=9&t=51612
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miko3d
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Guys if anyone needs a hand with this just PM me, all we care are the texture nodes and the F0 reflection ,the rest should not be exposed .

Most of the plugins are messing a lot as they add a single node to each parameter,use custom names or even not reading the "input" nodes from the ORBx file so best thing to do would be to import the shader in standalone, and do the connections to textures nodes from there ,export to localdb(or save as an Orbx) import in your 3D package and try to expose them clearly so they are easy to access.

in Houdini is easy to create a quick interface with only the important nodes, but this will vary from each plugin and 3D package.

Also once you are happy i would advise against uploading to the liveDb or saving as an orbx ,its getting really messy.It would be great to have all the versions we build in one place, let me know and I could add them to the main thread or send them to the quixel guys so they can add them to their wiki.

Thanks!

Mikel.
daniel.reutersward
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Thanks for the information @pixonoid and @miko3d will try it out on my own asap! :)
gordonrobb
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I would love some help getting creating a LW version of the plug in. I reproduced the material, and it doesn't work the same (probably a difference in the way LW plugin is handling the gamma). At the moment, I am using my own version and pushing quixel for a specular version of the export. But if anyone has been able to get a version of this node working in LW, I'd love to speak with them.
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igor73
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Joined: Fri Jan 24, 2014 8:04 pm

Problem is that blender can´t upload or download to local database. I managed to upload the orbs debug file you sent me to live db and then download it to blender. I sent you a screen shot of that on quixel tools group already. Not sure what i can do more ?
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