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Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Thu Nov 26, 2015 9:00 pm
by atmos89
does the pbr shader render faster than normal shaders ?

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 1:02 am
by Rikk The Gaijin
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?
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... :roll:

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 8:02 am
by gordonrobb
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?

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 9:48 am
by miko3d
Refracty wrote: Did you paint the mud via quixel or directly in ZBrush?
thanks Refracty,the mud was just a quick test done in DDO and 3DO with a painted Dynamask
Lewis wrote:Looks great, I'd like to see some quick video tutorial setup of whole procedure.

thanks
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:


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?
as far as i know the Megascans starter kit is bundled with the SUITE.
atmos89 wrote:does the pbr shader render faster than normal shaders ?
for V2.x the material is a "normal" shader,worst case it renders as fast as mixing 2 glossy materials.
Rikk The Gaijin wrote: so don't hold your breath on that leaves material... :roll:
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.
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?
hey Gordonrob,I am in the internal beta testing group,
It all depends what the unprocessed PBR is... you should be able to use any PBR exported textures from any source as long as they conform to the metal/roughness(Disney) standard.Let me know if you need some help

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 11:33 am
by gordonrobb
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 it :) Just don't want to redo the whole project from scratch.

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 11:41 am
by gordonrobb
I don't have that material in LiveDB. Any ideas?

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 1:01 pm
by miko3d
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 it :) Just don't want to redo the whole project from scratch.
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 don't have that material in LiveDB. Any ideas?
LiveDB/Materials/Misc should be there.....mmm, thats weird, i can access it from my both machines... could it be a liveDB server issue?

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 5:09 pm
by gordonrobb
Dunno, I'm looking in the place you said. I posted the image so that you could see that I have the two materials that are before and after yours. When did you post it?

Maybe I don't have the latest build of Octanerender. I'll try that.

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Fri Nov 27, 2015 5:11 pm
by gordonrobb
Lightwave plugin, which can access LiveDB, doesn't show it there either.

Can someone else tell me if they can see it?

Re: Quixel SUITE/PBR shader for Octane 2.x

Posted: Sat Nov 28, 2015 3:17 am
by gordonrobb
Any ideas Why I can't see your material? Do other people see it?