Page 2 of 2

Re: AO maps/Cavity maps

Posted: Fri Dec 05, 2014 9:23 am
by fatrobotsneedlove
@gordonrobb which version are you on? I haven't been able to get it working since 1.4. I think it might actually be the version of photoshop cc im on, i dont know.

@glimpse yeah still no UDIM support. Hopefully soon.

and yeah it is super expensive, but modo is my main 3d package, and I also use nuke, so I got the production collective thingy and mari was basically free (actually modo was basically free too because nukex is EXPENSIVE :o )

I actually have never found mari to be very difficult though. It is definitely complex, but once you get it down its complex in a very artist friendly way I think.

Re: AO maps/Cavity maps

Posted: Mon Jan 19, 2015 12:58 pm
by igor73
Thanks for the advice. Im using DDO (very stable on my machine) and have now got the hang of how to use the maps in Octane i think. Looks good to me anyway. Inverted the gloss and plug in to the roughness is basically what i do, Using PBR generic preset and looks pretty similar to 3DO.
I tested multiplying AO in to diffuse but stopped it as i came to the conclusion its not very useful.
Also just found out that i need to flip green channel on my Zbrush generated normal maps for Octane. That made a big difference. Anyone know if you need to flip G on Xnormal maps to?