Hello, octane users and developers.
Recently, I was trying to build a complex environment in 3ds max. I’m using Substance Painter create all textures.I usually export Basecolor, Roughness, Metallic, Normal, Emissive, Maps for my assets, so sometimes there are 3 different types of materials(Non-Metal, Metal, Emissive parts) in one texture set. For such a case, I need mix 2 Glossy Material shaders by Metallic map and mix another one Diffuse Material for emission.
I know there is some other mixing method could be working with Substance Painter, but still can’t avoid mixing materials or maps several times.
I got an information from Allegorithmic Forum, there is a Metal/Rough PBR shader can be used in the standalone version. I downloaded this shader from LiveDB, and I found it works great. But it still needs to mix a Diffuse Material for Emission. Because this shader also mixed by 2 Glossy materials, it just packed as one shader.
As I known, even the Cinema4D version has higher compatibility than others, the same problem exists.If working on a small project, this workflow is okay, but for a large environment, or if there is a big number of texture sets it shows low efficiency.
I used V-ray, Arnold, Corona before. Each of them can make a complex surface material in one shader. So, why does Octane don’t make the Glossy material, Diffuse material, Specular material into one shader?
Maybe there are some tough technical problems to build such a multi-functioned shader, but as a user, I think I need a shader more like this. I made this image in Photoshop.
Non-Mixed PBR Shader Request
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- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Lee, there have been similar requests from others. One called this an ubershader, if I am not mistaken...
And they really want the requests to go here now: https://render.otoy.com/requests/

And they really want the requests to go here now: https://render.otoy.com/requests/

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- leesungwoo
- Posts: 8
- Joined: Sun Oct 18, 2015 11:19 am
Thank you. I just votedFrankPooleFloating wrote:Lee, there have been similar requests from others. One called this an ubershader, if I am not mistaken...
And they really want the requests to go here now: https://render.otoy.com/requests/

- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
Octane works on rendering concepts. If you dive into the deep science of PBR and how to properly implement then you can make an ubershader right now using the available nodes 

Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
Can you show an example Phantom?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
Actually, never mind. I think 3.08 features change this landscape a little..
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Hi leesungwoo,
note that when 3.08 will be integrated in Max, the things are going to become more easy, thanks to the new metallic material, you should end up with only one mix material for emission:
viewtopic.php?f=33&t=63219
Hi prehabitat,
about ubershader with current material system, here is an example from Houdini plugin:
https://vimeo.com/180628787
And for c4doctane by Raphael Rau/Silverwing:
http://www.silverwing-vfx.de/free_stuff.html
ciao beppe
note that when 3.08 will be integrated in Max, the things are going to become more easy, thanks to the new metallic material, you should end up with only one mix material for emission:
viewtopic.php?f=33&t=63219
Hi prehabitat,
about ubershader with current material system, here is an example from Houdini plugin:
https://vimeo.com/180628787
And for c4doctane by Raphael Rau/Silverwing:
http://www.silverwing-vfx.de/free_stuff.html
ciao beppe
I'm implementing a material wrapper to use several sub materials without user handling the mix-octane material system.leesungwoo wrote: As I known, even the Cinema4D version has higher compatibility than others, the same problem exists.If working on a small project, this workflow is okay, but for a large environment, or if there is a big number of texture sets it shows low efficiency.
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Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
Thanks Beppe!bepeg4d wrote:Hi leesungwoo,
note that when 3.08 will be integrated in Max, the things are going to become more easy, thanks to the new metallic material, you should end up with only one mix material for emission:
viewtopic.php?f=33&t=63219
Hi prehabitat,
about ubershader with current material system, here is an example from Houdini plugin:
https://vimeo.com/180628787
And for c4doctane by Raphael Rau/Silverwing:
http://www.silverwing-vfx.de/free_stuff.html
ciao beppe

Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17