MBB QUIXEL PBR material with Lua

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Re: MBB QUIXEL PBR material with Lua

Postby anereton » Mon Jun 26, 2017 4:36 am

anereton Mon Jun 26, 2017 4:36 am
Hi,

Thank you for upgrade this essential script, but im having problem to load all maps to create each material. My workflow is using Pixplant to export all the maps and then import to octane (if you guys have another suggestion to create in a quick and easy method, please advise me : )).

But when i load the first map, right after "ok" i receiving a messsage that the "_roughness" cannot me loaded. I´ve attached the print for the error and created the same material in different ways to see if the map is generated with any problem, but after change some configs in map doesn´t work at all.

Sorry for asking more help but i really need to understand what is happening.

PS. Added the maps generated in Pixplant with addition of the same roughness converted in .jpg file
Attachments
Brick.rar
The example files
(57.84 MiB) Downloaded 393 times
error message.png
The printscreen for error
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Re: MBB QUIXEL PBR material with Lua

Postby bepeg4d » Mon Jun 26, 2017 3:59 pm

bepeg4d Mon Jun 26, 2017 3:59 pm
Hi anereton,
the script assumes that all the maps shares the same file format of the albedo map.
If you create the Log window from the Windows menu, you can see that also the Displacement map is not loaded before creating the material:
IMG_0348.jpeg

I can add a more evident error message, or think at a way to skip the file format :roll:
ciao beppe
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Re: MBB QUIXEL PBR material with Lua

Postby anereton » Mon Jun 26, 2017 6:24 pm

anereton Mon Jun 26, 2017 6:24 pm
Thank you for quick answer.

Now i get it!

Im gonna test that at night....

Thank you so much!
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Re: MBB QUIXEL PBR material with Lua

Postby nickson » Mon Jun 26, 2017 7:01 pm

nickson Mon Jun 26, 2017 7:01 pm
Fab work!
Any chance of there ever being a maya PBR shader? Loading in from livedb is chaotic if i want to transfer shaders on the fly, loading up both maya & standalone for quick lookdev is slow
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Re: MBB QUIXEL PBR material with Lua

Postby bepeg4d » Tue Jun 27, 2017 6:09 am

bepeg4d Tue Jun 27, 2017 6:09 am
Hi nickson,
about Maya, sorry, I cannot help on this.
About importing, you can use LocalDB, not LiveDB, to better organize your material and easily import in plugins.
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Re: MBB QUIXEL PBR material with Lua

Postby Notiusweb » Sun Jul 23, 2017 7:02 pm

Notiusweb Sun Jul 23, 2017 7:02 pm
So I tried to compare:
Albedo mapped to the PBR script, and I plugged in all the pieces (Albedo, Roughness, Metalness, Normal, Displacement)
VS
Albedo and all the pieces mapped to a Glossy shader

The PBR material, at default, seemed to render very fast, and I wasn't sure if I am seeing this correctly.
I ran at 1920 x 1080 res, to a sample limit of 50, because it will render to whatever you set it at...
But it seemed to be earliest done at 50...Fifty, not a mistype....Fifty. (It took 1 second w/4 Titan X.)

And, here is my best approximation on the Glossy of the look the PBR one it gave, I can't match it exactly, they work different somehow. Look how the lighting hits it, it's almost like a different angle or something.
But here is the big thing, at 50 s/px, the PBR render looked good. At 50 s/px, the Glossy render showed hot pixels and was grainy (unfinished), so I included a pic of the HP removal on as well...

But, Look! Is this the future we are seeing?
Octane + PBR = a good looking result @ mega speed? :P

AlbedoPBR.jpg
Albedo PBR


AlbedoGlossy.jpg
Albedo Glossy


AlbedoGlossyHPRemoved.jpg
Albedo Glossy Hot Pixel Removed
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Re: MBB QUIXEL PBR material with Lua

Postby Notiusweb » Mon Jul 24, 2017 4:06 am

Notiusweb Mon Jul 24, 2017 4:06 am
Here is a head 2 head battle with a texture emission diffuse, stopped render at 50 (fifty) s/px, @res of 3840 x 2160:

PBR to left of me, Glossy to my right

2RockBall.jpg



Here I am, stuck in the middle with you..
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Re: MBB QUIXEL PBR material with Lua

Postby bepeg4d » Mon Jul 24, 2017 10:36 am

bepeg4d Mon Jul 24, 2017 10:36 am
Hi Notiusweb,
since this is only the discussion about the script that is based on QUIXEL_PBR shader from LiveDB, my suggestion is to post your questions in the original discussion:
viewtopic.php?f=9&t=51470
Anyway, if you look inside a material created with the PBR setup, you can see the difference in the node structure, especially for the Specular node.
How can a complex mix material look the same as a single glossy? Or I have completely misunderstood your point?
ciao beppe
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Re: MBB QUIXEL PBR material with Lua

Postby Notiusweb » Mon Jul 24, 2017 1:00 pm

Notiusweb Mon Jul 24, 2017 1:00 pm
bepeg4d wrote:Hi Notiusweb,
since this is only the discussion about the script that is based on QUIXEL_PBR shader from LiveDB, my suggestion is to post your questions in the original discussion:
viewtopic.php?f=9&t=51470
Anyway, if you look inside a material created with the PBR setup, you can see the difference in the node structure, especially for the Specular node.
How can a complex mix material look the same as a single glossy? Or I have completely misunderstood your point?
ciao beppe


Hi Beppe,
No question, just am commenting on the script showing PBR needing less computation to achieve a complete rendered look.
(If anything, I would want the glossy to look like the PBR!!!!)
Or in simpler language,
Script = :D

Thx!
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