Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Thu Nov 26, 2015 9:00 pm
does the pbr shader render faster than normal shaders ?
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I guess you didn't follow the whole "Megascans issue". Long story short, Megascans was supposed to launch in 2012, and basically Quixel kept saying "Coming Soon" leaving people to wait for months, then for years. Then, in April 2015 the public beta was supposed to start, with Quixel guaranteeing that it would have happened, but three days before launch they come up with a pathetic excuse that "due to personal tragedy of some core member, the Megascans beta was delayed indefinitely". Nobody has heard anything since then. We don't know when or if, Megascans will ever be release, so don't hold your breath on that leaves material...Phantom107 wrote:I see Quixel is offering the 'megascans starter kit' in one of their software packs on their site. Is that a standalone where I can access this vegetation material?
thanks Refracty,the mud was just a quick test done in DDO and 3DO with a painted DynamaskRefracty wrote: Did you paint the mud via quixel or directly in ZBrush?
I have made a rough temp video,but I'm going to edit at some point(I just need time...) and change the profile export to "Octane" ,have quick look and let me know if it helps:Lewis wrote:Looks great, I'd like to see some quick video tutorial setup of whole procedure.
thanks
as far as i know the Megascans starter kit is bundled with the SUITE.Phantom107 wrote:I see Quixel is offering the 'megascans starter kit' in one of their software packs on their site. Is that a standalone where I can access this vegetation material?
for V2.x the material is a "normal" shader,worst case it renders as fast as mixing 2 glossy materials.atmos89 wrote:does the pbr shader render faster than normal shaders ?
No need to hold your breath,megascans are great,but for leaves its nothing that you cant archive with some work... you can always use any of the online PBR textures with the shader,plenty of stuff online.Rikk The Gaijin wrote: so don't hold your breath on that leaves material...
hey Gordonrob,I am in the internal beta testing group,gordonrobb wrote:Where have you been on the Beta group on FB Miko3D? I've been banging on about octane for ages, and hadn't realised you were working on this. I need to figure it out and give it a go. I have been using unprocessed PBR and adjusting the gloss from there. But must have a look at this workflow. Can you tell me, if I have an existing project, and export with the disney profile, will it give me the right textures?
I don't think it will work,unless the guys have implemented a format conversion in the latest build...im guessing it will export only the albedo and maybe Normal,but give it a try!gordonrobb wrote:I'm in the Beta, but I guess the open beta?
Unprocessed has Albedo, gloss, spec and normal. What I mean is if I take a project created that way, but export using the method you're suggesting, will it create Albedo, gloss, metalness etc?
Maybe I should just try itJust don't want to redo the whole project from scratch.
LiveDB/Materials/Misc should be there.....mmm, thats weird, i can access it from my both machines... could it be a liveDB server issue?gordonrobb wrote:I don't have that material in LiveDB. Any ideas?