Quixel SUITE/PBR shader for Octane 2.x

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gordonrobb
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miko3d wrote:yes,for a glossy/spec you may have already tried this,out of my head:
1- IOR to 1 (like you are doing)to replace IOR with a custom fresnel
2-Custom fresnel:create a falloff,plug it to a mix "amount" node and connect to the first texture input of the mix node the Spec material from Quixel,leave the second input a white color.Plug the mix result to the Specular slot of the glossy material.Play with the skew factor of the falloff node or formore control plug in between a gradient to remap the falloff.
3- connect the inverted glossy texture form the Suite to the remap ramp node from my shader,(the one with lots of steps) and plug it to the roughness
4-plug the albedo to diffuse.
5-plug normal/bump
This should give you a basic material you may be happy with.
It's like you're speaking a different language :). Number 2 has me stumped, but it could be cause I'm half asleep in my scratcher :). I'll take a look tomorrow. In number 3. Inverting the gloss, should the gamma be 1 in the texture node?
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miko3d
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Ok,

I have added a 3dsMax (2016) version of the Shader to the first post.Have a play and let me know if all is good ,in case of doubt just double check with Standalone renders :)

By the way,Anyone knows if in Max is possible to tidy up a bit the Slate editor by grouping or creating assets?
gordonrobb wrote:
In number 3. Inverting the gloss, should the gamma be 1 in the texture node?
The Srgb Octane profile I believe adds gamma to the glossy texture when it exports,so you will need to set the gamma to 2.2 in octane to make it work properly,
gordonrobb
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OK, I couldn't sleep so I had to try this. Firstly, I followed your steps pretty much to the letter. Then however, I found that plugging the inverted gloss into your remap gradient node was not working. It was kicking out an almost white file. This has been one of my bug-bears with the gamma in the LW plugin. Inverting a gloss, does not just make it a working roughness. I cannot figure out what your gradient is trying to do, so I reverted to my version which is simply.. Gloss texture at gamma 1, plugged into a colourcorrect node which is inverted and at gamma 2.2. It's the closest I can get to looking right. That all looked good, but the fresnel effect (which I'm guessing is the effect that can be seen at glancing angles? ) was present in what should be painted bits. So, I duplicated the whole set-up, removed the falloff node and just had the specular pluging straight into one of the gloss nodes. Used a colour correct node to make the specular basically black and white (I'm guessing a metalness map would be best for this in reality), and used that as the input to the material mix node. You can see there is no fresnel effect on the painted parts of the body, but it is on the canopy (which is some kind of metal (in my reality anyway :) )

What do you think Miko3d? Does it look any good? I've tried it on my spec/gloss balls array too.
Attachments
Balls.jpg
Skiff.jpg
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miko3d
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gordonrobb wrote:OK, I couldn't sleep so I had to try this. Firstly, I followed your steps pretty much to the letter. Then however, I found that plugging the inverted gloss into your remap gradient node was not working. It was kicking out an almost white file. This has been one of my bug-bears with the gamma in the LW plugin. Inverting a gloss, does not just make it a working roughness. I cannot figure out what your gradient is trying to do, so I reverted to my version which is simply.. Gloss texture at gamma 1, plugged into a colourcorrect node which is inverted and at gamma 2.2. It's the closest I can get to looking right. That all looked good, but the fresnel effect (which I'm guessing is the effect that can be seen at glancing angles? ) was present in what should be painted bits. So, I duplicated the whole set-up, removed the falloff node and just had the specular pluging straight into one of the gloss nodes. Used a colour correct node to make the specular basically black and white (I'm guessing a metalness map would be best for this in reality), and used that as the input to the material mix node. You can see there is no fresnel effect on the painted parts of the body, but it is on the canopy (which is some kind of metal (in my reality anyway :) )

What do you think Miko3d? Does it look any good? I've tried it on my spec/gloss balls array too.
Hey Gordon,thats looking pretty sweet :),

The roughness ramp on my shader is just a color remap,it has values every 10% so it is easy to tweak and have a close match when rendering in Octane.
I have not tested inverting the glossy (from the SRGB profile) and check if it is the same as the roughness from disney profile. They should match.
gordonrobb
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I've done some more work on it, and dug deeper into your shader. Would love to have a natter in the hangout if you're up for it.

I've simplified the shader, and added some other stuff from yours, but parts of it are still confusing to me :)

Here's where it got to today. This is rendered in Octane for Lightwave
PetrolOctaneLightwave.jpg
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pixonoid
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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.
Attachments
quixel_octane_3dsmax_error203.png
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miko3d
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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
prehabitat
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miko3d wrote:
gabrielefx wrote:very nice!

It would be nice if the exporter generates the Octane shader with the proper name and without load every single texture one by one.

simple...
thanks GabrieleFx

yes indeed it would be nice and would like to do it at some point.


For anyone that cant access the shader from the liveDB, I have attached the orbx file here,Hope it helps.

Mikel.
MBB_QUIXEL_PBR.orbx
This is the standalone shader right? (from post: viewtopic.php?f=9&t=51470&start=20#p256651)

If so; can you put it in the first post with the rest? :D it will make it more clear for those of us who are a little dense (or time-poor)

Thanks in advance Mikel.
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pixonoid
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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. :(
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gordonrobb
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Joined: Sat Mar 16, 2013 9:08 am

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.
In Lightwave it's pretty much plug and play, although.... What I need to do is have Diffus and Spcular at gamma 2.2 in the texture node, and both Roughness and Normal as gamma 1. Try that and see what it looks like. Also, have the index value in your glossy material set to 1. I am working on a shader (with lots of help from Miko3D :) ) for lightwave that uses fall-off to get the fresnel looking right.

Try those settings and let us know what it looks like.
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