Adding proper metallic workflow material

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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fatrobotsneedlove
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Roeland posted a proper metallic workflow material that has 'diffuse' sections that are glossy with a 1.4 IOR so that roughness maps affect those areas of the spec map.

Is there a plan to implement this in the plugin soon?

I've attached the .orbx from Roeland.
Attachments
PBR Metallic %2B Glossy.orbx
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aoktar
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fatrobotsneedlove
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Nope.

The roughness values should affect the diffuse areas as if they were a glossy material with an IOR of 1.4. That's what the material that I attached in the previous post does. It was made by a core Octane dev. No mix materials. All in the metallic.

PS the new manual is fantastic, great work!
c4d.png
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fatrobotsneedlove
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So it should look like this.
orbx.png
My understanding was this is supposed to end up as the default, out of the box behavior of the metallic material. No mix material workarounds as in the attached graph or the substance bridge.

Having to use a mix material for every object in a scene textured with a basic PBR workflow really slows things down. Every other engine can do it with a standard material.
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niestudio
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fatrobotsneedlove wrote:No mix materials. All in the metallic
This it is a mix material, if you open in standalone, just double click it and you'll see the mix.
You can also add it to your local DB and then load it into C4D
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bepeg4d
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Hi,
the direct PBR support in one material is going to be developed in v4,:
  • Added Universal Material node. Please note that this node is likely to change in the next few releases.
have a look at v4.00 XB2.1 release notes discussion:
viewtopic.php?f=33&t=67492&start=10#p338799
viewtopic.php?f=33&t=67492&start=20#p338885
Happy GPU Rendering,
ciao Beppe
fatrobotsneedlove
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niestudio wrote:
fatrobotsneedlove wrote:No mix materials. All in the metallic
This it is a mix material, if you open in standalone, just double click it and you'll see the mix.
You can also add it to your local DB and then load it into C4D
I know that, the substance bridge works the same way. They made it as an example for feedback of how the metallic material should function. Sorry I think I worded it poorly.
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fatrobotsneedlove
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bepeg4d wrote:Hi,
the direct PBR support in one material is going to be developed in v4,:
  • Added Universal Material node. Please note that this node is likely to change in the next few releases.
have a look at v4.00 XB2.1 release notes discussion:
viewtopic.php?f=33&t=67492&start=10#p338799
viewtopic.php?f=33&t=67492&start=20#p338885
Happy GPU Rendering,
ciao Beppe
Looks like this is solved with the Universal Material.
Awesome!
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