miko3d wrote:pixonoid wrote:Hi,
I have a problem now with the new Sepcualr workflow Octane (srgb) profile
it was kinda working in 2.02 (when they added the profile), i only had to invrt the roughness
but now in 2.03 (they fixed the naming of the maps - and something i dont understand) the roughness is off, inverting doesnt help and i cant imagine playing with the gamma would do any good.
Hi Pixonoid,
how are you hooking your textures? are you building your own material?SRGB is not plug and play and unless you want to experiment I would advise against it.
i have added a MAX version of the PBR shader for Octane in the thread ,if all you want to do is work with the suite just use the Octane(Disney) profile in DDO load the textures in the shader and you should be good.
Hope it helps
True, i just thought they made a specific profile to make it plug'n'play.
In 2.02 Quixel export of the Octane SRGB everything was kinda right, i only needed to invert the roughness ?
your shader is a big help and i use it. I'm just fiddle around with my workflow, that "monster" shader is kinda clunky in max.
i build my own mats all the time, i was just hoping that if they make a specualr octane profile and hand me albedo,spec,roughenss and normal
it wouldn't be neccesary to build up a huge colorcorrection, falloff, etc. material to get it right in octane.

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