I apologize if this has been answered in the documentation or elsewhere. But I'm hoping to export some models for AR. A couple of them are simple enough I could make the materials in standard C4d for Physical render. But, I'd like to avoid that if possible!
Ideally, I want to export the model with Octane-built materials. I've tried a few options but nothing seems to bring the materials with me.
Are there docs or a post on how to handle this? Thanks for the help as always!
KC
Exporting Model for conversion to gtlf with Octane Material
Moderators: ChrisHekman, aoktar
Hi KC,
“export some models for AR” is quite generic, do you mind to share more info on your exporting process with c4d Physical render?
ciao Beppe
“export some models for AR” is quite generic, do you mind to share more info on your exporting process with c4d Physical render?
ciao Beppe
- berwickredan
- Posts: 15
- Joined: Wed Oct 23, 2019 7:09 pm
I'm so sorry for the generic ask. Here is some more detail.
For a client, I'd like to leverage google's and Apples various browser-based AR options. To do this, I need to create a gtlf (and then convert that to USDZ in the case iOS, but we can hold on that for now). For simple objects, I could likely get away with exporting from Physical with materials that just have some diffuse and roughness. But some of my objects are more advanced, including some with displacement and mix materials, etc. I've been attempting to export even OBJs with Materials checked, but they don't seem to bring the Octane Materials along.
I have attempted to follow the Baking Materials post on the docs, but even with fully unwrapped UVs already, the results in the LV are never what I expect. I have seen people reference being able to export models with Octane materials for use in AR on Facebook and elsewhere, but just not able to make it happen on my end.
Let me know if that helps point in the right direction. As always, thank you beppe!
Kane
For a client, I'd like to leverage google's and Apples various browser-based AR options. To do this, I need to create a gtlf (and then convert that to USDZ in the case iOS, but we can hold on that for now). For simple objects, I could likely get away with exporting from Physical with materials that just have some diffuse and roughness. But some of my objects are more advanced, including some with displacement and mix materials, etc. I've been attempting to export even OBJs with Materials checked, but they don't seem to bring the Octane Materials along.
I have attempted to follow the Baking Materials post on the docs, but even with fully unwrapped UVs already, the results in the LV are never what I expect. I have seen people reference being able to export models with Octane materials for use in AR on Facebook and elsewhere, but just not able to make it happen on my end.
Let me know if that helps point in the right direction. As always, thank you beppe!
Kane
Hi Kane,
the issue is definitely in the Octane Baking settings, do you want to bake also the illumination or only the materials properties?
Could you share an example simple file with me, even via Private Message?
ciao Beppe
the issue is definitely in the Octane Baking settings, do you want to bake also the illumination or only the materials properties?
Could you share an example simple file with me, even via Private Message?
ciao Beppe
- berwickredan
- Posts: 15
- Joined: Wed Oct 23, 2019 7:09 pm
Thanks, beppe! I sent you a link to the scene in a PM. I appreciate you looking it over!
Kane
Kane
Hi Kane,
thanks, I have some other scenes to check, but I’ll try to have a look as soon as possible, I’ll keep you posted.
Anyway, I have checked, and if Baking Camera is set correctly, you can obtain very interesting textures to be used with glTF/GLB/PBR materials: ciao Beppe
thanks, I have some other scenes to check, but I’ll try to have a look as soon as possible, I’ll keep you posted.
Anyway, I have checked, and if Baking Camera is set correctly, you can obtain very interesting textures to be used with glTF/GLB/PBR materials: ciao Beppe
Ok, I had a look at your scene, and basically the issue was in the Displacement node, that cannot be baked, so you need to use the texture with Bump, in order to obtain the Normal map, with the Tangent Normal pass, to be used in the PBR material.
ciao Beppe
ciao Beppe