Here's a screen shot of the Xpresso setup.gordonrobb wrote: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.
Quixel SUITE/PBR shader for Octane inside c4d
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- ChrisMills
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It's not just you. As far as I can tell, PBR doesn't have strict standards yet.Tos wrote:
Same thing if I export an .orbx from Octane standalone and import in cinema, the map is always inverted.
Is it just me?
If a map needs to be inverted to suit your workflow, it's probably best just to invert it and move on.
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that makes no sense to meChrisMills wrote:Here's a screen shot of the Xpresso setup.gordonrobb wrote: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.

You have so many Texture Maps. What are they all. Shouldn't you have just 4? Albedo, Gloss, Spec and Normal - or - Albedo, Roughness, Metalness and Normal (depending on which export you're using).
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There are 4 Texture Maps, but some are referenced multiple times.gordonrobb wrote:that makes no sense to meChrisMills wrote:Here's a screen shot of the Xpresso setup.gordonrobb wrote: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.thanks anyway.
You have so many Texture Maps. What are they all. Shouldn't you have just 4? Albedo, Gloss, Spec and Normal - or - Albedo, Roughness, Metalness and Normal (depending on which export you're using).
Here's how I worked out which maps to pipe through to the Image Texture nodes.
-Open up the MBB_QUIXEL_PBR file in Octane Standalone.
-Start with the Mix, Metallic and Dialectic nodes. Follow the links until you find an Image Texture node. Then continue following the links from that Image Texture node until you find the Quixel Map that feeds it.
-Now you have a list of the 4 Quixel Maps and the various Image Texture nodes that need to be linked to those maps.
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Yeh sorry, I only asked to see the setup becuase I thought you were writing your own material that was going to be based on a Specular workflow output from Quixel, rather than metalness. No worries.
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I'm confused having re-read your post were you showed the helmet. You mention that "the gloss map goes into the roughness input in octane". Metalness workflow does not have a gloss map. That's whey I thought you were using a specular workflow. What maps are you actually using from quixel suite?
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- ChrisMills
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I'm using the Metalness workflow - Albedo, Roughness, Metalness and Normal maps. The notes in that post are probably more confusing than helpful.gordonrobb wrote:I'm confused having re-read your post were you showed the helmet. You mention that "the gloss map goes into the roughness input in octane". Metalness workflow does not have a gloss map. That's whey I thought you were using a specular workflow. What maps are you actually using from quixel suite?
The helmet is from a sample file in the Quixel manual. It has a mesh and pre-made maps. The helmet maps aren't using the Metalness workflow.
The Quixel 2 pre-set for Octane is outputting maps in the Metalness workflow.
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Bump for this thread to stay active and for Chris to keep sharing progress as it happens- a number of Quixel-ers out there following this with interest. Don't stop now!
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Pretty interested in this as well. Just started using Quixel and will share experiences soon.
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I've made a new version.
This one has a slider for "F0 Reflection" and a couple of check-boxes to invert the Metalness and Roughness maps. In most cases the F0 Reflection should stay at the default of 0.04 and the "Invert Check-boxes" should stay unticked.
I'm new to Quixel. Still trying to work out a good workflow from Cinema4D to the Quixel Suite.
The mesh and UVs are sorted (OBJ exports) but I'm having problems working out how to make a high quality "tangent normal map". Is C4Ds "Bake Texture Tag" or "Bake Object" command OK to use?
I've downloaded Xnormal, but I don't understand why I need a low-poly mesh. Is there a way to bake normals from just a high-poly?
I haven't baked normal maps before. I suspect I'm missing something fundamental about how they work with Quixel.
This one has a slider for "F0 Reflection" and a couple of check-boxes to invert the Metalness and Roughness maps. In most cases the F0 Reflection should stay at the default of 0.04 and the "Invert Check-boxes" should stay unticked.
I'm new to Quixel. Still trying to work out a good workflow from Cinema4D to the Quixel Suite.
The mesh and UVs are sorted (OBJ exports) but I'm having problems working out how to make a high quality "tangent normal map". Is C4Ds "Bake Texture Tag" or "Bake Object" command OK to use?
I've downloaded Xnormal, but I don't understand why I need a low-poly mesh. Is there a way to bake normals from just a high-poly?
I haven't baked normal maps before. I suspect I'm missing something fundamental about how they work with Quixel.
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