Universal Material & PBR

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Universal Material & PBR

Postby DanH71 » Thu Jan 31, 2019 2:13 pm

DanH71 Thu Jan 31, 2019 2:13 pm
Hi,

just downloaded the demo of octane render and im looking at using a PBR workflow from substance.

Ive been using some geo and baked texture maps that I produced for unreal that include:

Base Color
Normal
and lastly a OcclusionROughnessMetallic map

I've plugged in the Base Colour to Albedo , Normal to Normal and used the OcclusionRoughnessMetallic material into both the roughness and Metallic inputs but see
no input for AO?

Im getting some king of resemblance to my substance painter generated materials but guess this is not the correct workflow..
So my question is two fold.
Do i need to output seperate AO, Roughness and Metallic textures from substance and input individual textures to each input and where does the AO image go?

Loving the software so far with the very limited time ive had with it!

thanks
Dan
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Re: Universal Material & PBR

Postby bepeg4d » Fri Feb 01, 2019 9:58 am

bepeg4d Fri Feb 01, 2019 9:58 am
Hi Dan,
there should be a direct plugin importer for Substance to c4doctane, anyway, yes please, export separated maps, to plug in the correct pins, and for AO, use a Multiply node to add the AO texture on top of albedo, and metallic, if necessary.
Also change the model from Octane to GXX for best compatibility.
ciao Beppe
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Re: Universal Material & PBR

Postby BurtSan » Sat Feb 02, 2019 1:16 pm

BurtSan Sat Feb 02, 2019 1:16 pm
What happens if you leave it on Octane by the way?
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Re: Universal Material & PBR

Postby DanH71 » Mon Feb 04, 2019 10:24 am

DanH71 Mon Feb 04, 2019 10:24 am
bepeg4d wrote:Hi Dan,
there should be a direct plugin importer for Substance to c4doctane, anyway, yes please, export separated maps, to plug in the correct pins, and for AO, use a Multiply node to add the AO texture on top of albedo, and metallic, if necessary.
Also change the model from Octane to GXX for best compatibility.
ciao Beppe



thanks for the reply. i model in 3ds max and have previously exported substance textures using the allergorithmic export for unreal and was seeing if i could use this export in octane in its present format to save exporting another variation of my textures [recycling so to speak!;).

but from your words which are very helpful it seems i have to export in a different way.

so thanks
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Re: Universal Material & PBR

Postby paride4331 » Tue Feb 05, 2019 3:09 pm

paride4331 Tue Feb 05, 2019 3:09 pm
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Re: Universal Material & PBR

Postby bepeg4d » Fri Feb 08, 2019 11:19 am

bepeg4d Fri Feb 08, 2019 11:19 am
BurtSan wrote:What happens if you leave it on Octane by the way?

Nothing terrible, but the translation could be less accurate with Octane model.
ciao Beppe
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Re: Universal Material & PBR

Postby DanH71 » Wed Feb 13, 2019 9:41 am

DanH71 Wed Feb 13, 2019 9:41 am


thanks, will check it out!
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