gradient node problem

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

Post Reply
JohnnyLi
Licensed Customer
Posts: 2
Joined: Fri Oct 16, 2015 9:41 am

I'm trying to rebuild the MBB quixel PBR node in c4d, and there comes a problem when switch gradient node to complex mode, I can't make start value driven by any nodes I try(FloatTexture or MixTexture), but it can be done in standalone, anyone knows the reason? thanks.
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

It's always better to post some images like this. Otherwise just more confusion happens.
Attachments
a1.jpg
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
JohnnyLi
Licensed Customer
Posts: 2
Joined: Fri Oct 16, 2015 9:41 am

thanks for the reply, it's my mistake on connect some node, and I use another way to do that, thanks!
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

I tried reproducing the material in the LW plugin. Where the input or start or finish was an image, I just plugged that in. Where the key was a number (0.2 for example) I used a float texture which goes from 0 to 1 so you can just put in 02. Problem is, even with the same set up, the output looked different to the standalone version :)

What I do (until there is a better fix) is I do my project in quixel (Im assuming that's what you're doing) in unprocessed mode. I export Albedo, Gloss, Spec and Normal. I then plug them all into a gloss node in Octane. (I sumtimes have to have gamma 1 and sometimes gamma 2.2, havent sussed that yet). I make sure the Gloss image is gamma 1. Put that into a colour correct node. Invert and make it gamma 2.2 and plug that into the roughness input. It works quite well.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Post Reply

Return to “Maxon Cinema 4D”