So after reading this post: viewtopic.php?f=9&t=51470&start=30
And watching this video: https://www.youtube.com/watch?v=M-AbxQ6 ... e=youtu.be
I thought i would try the technique inside c4d - Everything went well & i found the 'MBB_QUIXEL_PBR' material in the liveDB (it's under misc) but the material is super complex to manage (screenshot attached), And it doesn't easy "plug&play" like the standalone.
If i had some time i would make some user data for the material and upload it here but i'm pretty busy for that :/ So if anyone tried it and got some elegant solution that would be sweet.
Thanks.
Quixel SUITE/PBR shader for Octane inside c4d
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https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
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!
- ChrisMills
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- Joined: Mon Apr 13, 2015 9:33 am
- Location: Auckland, New Zealand
- Contact:
I gave it a go, but didn't get far.
Using just User Data and Xpresso, I can't find a way to access the texture path within the Image Texture node. If anyone knows how to do that I could probably sort out the piping of the User Data into the various Image Texture Nodes.
I'm itching to get some kind of solution sorted out. The Quixel 2 PBR textures look amazing...as does the "freelancer" price tag.
Using just User Data and Xpresso, I can't find a way to access the texture path within the Image Texture node. If anyone knows how to do that I could probably sort out the piping of the User Data into the various Image Texture Nodes.
I'm itching to get some kind of solution sorted out. The Quixel 2 PBR textures look amazing...as does the "freelancer" price tag.
Just grab this icon from the desired image texture to xpresso, and the file will available as an input.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
- ChrisMills
- Posts: 61
- Joined: Mon Apr 13, 2015 9:33 am
- Location: Auckland, New Zealand
- Contact:
Thanks Yambo.
I've got an Xpresso setup done, but I'll need to go over it carefully to make sure everything is working correctly. I've attached the C4D file.
The image is rendered in Octane C4D using the sample file from the Quixel manual.
If anyone wants to try it out:
-Click the "Quixel Maps" null and select the "User Data" tab. Fill the four texture slots with the Quixel generated maps.
Note: The "Gloss" map from Quixel goes in the "Roughness" slot. The "Specular" map from Quixel goes in the "Metalness" slot.
-Drag the "QUIXEL_PBR" material into the mesh.
That's it.
I've got an Xpresso setup done, but I'll need to go over it carefully to make sure everything is working correctly. I've attached the C4D file.
The image is rendered in Octane C4D using the sample file from the Quixel manual.
If anyone wants to try it out:
-Click the "Quixel Maps" null and select the "User Data" tab. Fill the four texture slots with the Quixel generated maps.
Note: The "Gloss" map from Quixel goes in the "Roughness" slot. The "Specular" map from Quixel goes in the "Metalness" slot.
-Drag the "QUIXEL_PBR" material into the mesh.
That's it.
- Attachments
-
- QUIXEL to Octane C4D.zip
- (58.07 KiB) Downloaded 429 times
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
That looks great. Is there any way you could post a pic of the setup. I'd like to see about creating this in Lightwave.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Awesome Chris! Much appreciated.
i׳ll try it tonight.
i׳ll try it tonight.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
Hi guys,
I'm a total noob in texturing and shading, I don't know what to do and how to do it, but I think the specular/metalness map in octane plugin for cinema is inverted by default.
Here's quick test of a random shape rendered in quixel:

Then imported in octane plugin (different hdri enviroment and illumination, I know):

If I invert the specular map in photoshop I get this result in c4d:

Same thing if I export an .orbx from Octane standalone and import in cinema, the map is always inverted.
Is it just me?
I'm a total noob in texturing and shading, I don't know what to do and how to do it, but I think the specular/metalness map in octane plugin for cinema is inverted by default.
Here's quick test of a random shape rendered in quixel:

Then imported in octane plugin (different hdri enviroment and illumination, I know):

If I invert the specular map in photoshop I get this result in c4d:

Same thing if I export an .orbx from Octane standalone and import in cinema, the map is always inverted.
Is it just me?
Last edited by Tos on Wed Dec 02, 2015 9:31 am, edited 1 time in total.