Quixel SUITE/PBR shader for Octane 2.x

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grimm
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gordonrobb wrote:There's an Octane (sRGB) profile because people (mainly me :)) were looking for a non-metalness workflow version of the exporter.

I can honestly say, when I plug the roughness into a glossy node, with the gamma at 1, it looks almost identical to how it looks in 3DO.
11893910_10153506090679713_2081968498816038847_o.jpg

I noticed that the Octane rendered image is a little darker than the 3DO image. I have noticed that with 3D-Coat as well. Is it because the diffuse is not being handled correctly?

Jason
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gordonrobb
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It's just as likely to be a difference in the lighting. It's bloody hard to get the lighting to match
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grimm
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Yes, so true. I have been using the same hdr file to light the scene in both 3D-Coat and Octane to try and keep the lighting as similar as I can. But it still feels to me that there is something else more fundamental happening? Maybe Octane's glossy shader is doing something different?
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miko3d
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bepeg4d wrote:Hi all,
I have posted a Lua script for Standalone to speed up the MBB QUIXEL PBR material creation:
viewtopic.php?f=73&t=52320
Basically it downloads the MBB_QUIXEL_PBR.orbx material provided by miko3d, asks for the albedo texture path, automatically imports all the needed maps in the proper pins, and then, the resulting material will be saved as an .orbx file if needed.
Let me know if it works as expected and if it could be improved ;)
Happy GPU rendering,
ciao beppe
Hey bepeg4d,

Thanks a lot mate,sounds pretty handy 8-)
I'll have a play.
gordonrobb
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grimm wrote:Yes, so true. I have been using the same hdr file to light the scene in both 3D-Coat and Octane to try and keep the lighting as similar as I can. But it still feels to me that there is something else more fundamental happening? Maybe Octane's glossy shader is doing something different?
Be aware that the versions of the HDRIs used in 3DO have an extra bright spot which makes it lighter and gives a good hit. So you need to use the HDRI and a light in your scenes.
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divljikunic
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Can anyone help with getting the MBB_PBR_quixel into Modo? I set up my LiveDB, updated it, no such material in the database. Substance PBR is the closest thing.
Will post this on the modo subforum as well.
Jan Ruzic, Zagreb, CRO
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lukas8410
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Hi!

I know that this post is about Quixel workflow, but maybe some of You know anything about a working solution fox Substance Painter,
I'm searching everywhere and found nothing that could work giving at least close results in Octane c4d. I would be very grateful for
some info.

Thanks
Lukasz
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miko3d
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lukas8410 wrote:Hi!

I know that this post is about Quixel workflow, but maybe some of You know anything about a working solution fox Substance Painter,
I'm searching everywhere and found nothing that could work giving at least close results in Octane c4d. I would be very grateful for
some info.

Thanks
Lukasz
Hey Lukas ,

To answer to your question,As long as Substance painter/designer textures are exported in the roughness/ metal (Disney) format.which i believe is their base standard , the shader should work fine.

Remember ,Quixel and Allegorithmic arent creating any new and bespoke PBR standard,totally the opposite they both try to be as compatible as possible with the available real time engines and offline target renders.

Hope it helps,
mpaquin
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How have you guys been handling Megascans? I've gotten the impression the Octane exporter settings are more of a general starting point.
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anereton
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Hi,

Im trying to update the material to have a scale function in all maps imported, im already done that, but i cant edit the script to look for a material in my database instead of livedb.

Sorry for ask that but can anyone tell me how i do this? or i can update this in livedb and make a new material that have that function?

Edit all maps one by one for every scene in future works is a bummer.

Thank you all for amazing script, and sorry if you guys already have that, i´ve searched but couldnt find.
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