Quixel - Octane - 3dsmax - MBB_QUIXEL_PBR

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pixonoid
Licensed Customer
Posts: 26
Joined: Wed Sep 23, 2015 10:29 am

Some users (including me) couldnt work with the PBR Shader for Quixel made by Miko3d
viewtopic.php?f=9&t=51470

i basically just looked up how the stack was composed in standalone and relinked it in max accordingly
I uploaded an edited shader template to the LiveDB
MBB_QUIXEL_PBR - 3DSMAX

it has empty containers for the Maps see screen for reference.
I cant give the containers a custom name (gets deleted after upload), see reference screen below.

Image difference between quixel and the others is basically no cam and wrong hdr in quixel :)
i have no clue if or how to change the hdr in Quixel to match my Octane/Max views but it guess its ok

Image
Image
GPU - 2x Gigabyte GTX1080 8GB + 1x EVGA GTX980 TI sc | CPU - Intel i7-4790K@ 4.0GHz | OS - Windows 10 Pro 64-bit - 32 GB RAM | 3Dsmax - many
miko3d
Licensed Customer
Posts: 70
Joined: Sat Mar 01, 2014 7:30 pm

Hey pixonoid,

Looking good! all we care are the texture nodes and the F0 reflection,the rest shouldn't be exposed(not sure if you could group and hide or make an asset compound a bit like a mRay "phenomena" in max),Unfortunately storing as an ORBX in the LiveDB is pretty messy and maybe not the best solution,I'm thinking to add all the plugin versions in the other thread so everything is at one place and in a native format for each 3D package.

Give a shout if you need anything and thanks!
Mikel
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glimpse
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Joined: Wed Jan 26, 2011 2:17 pm
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cool Guys! thanks for making effort to pushs this forward! =)
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