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Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 5:04 am
by ChrisMills
gordonrobb wrote:That looks great. Is there any way you could post a pic of the setup. I'd like to see about creating this in Lightwave.
Here's a screen shot of the Xpresso setup.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 5:18 am
by ChrisMills
Tos wrote:
Same thing if I export an .orbx from Octane standalone and import in cinema, the map is always inverted.
Is it just me?
It's not just you. As far as I can tell, PBR doesn't have strict standards yet.
If a map needs to be inverted to suit your workflow, it's probably best just to invert it and move on.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 11:49 am
by gordonrobb
ChrisMills wrote:gordonrobb wrote:That looks great. Is there any way you could post a pic of the setup. I'd like to see about creating this in Lightwave.
Here's a screen shot of the Xpresso setup.
that makes no sense to me

thanks anyway.
You have so many Texture Maps. What are they all. Shouldn't you have just 4? Albedo, Gloss, Spec and Normal - or - Albedo, Roughness, Metalness and Normal (depending on which export you're using).
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 1:46 pm
by ChrisMills
gordonrobb wrote:ChrisMills wrote:gordonrobb wrote:That looks great. Is there any way you could post a pic of the setup. I'd like to see about creating this in Lightwave.
Here's a screen shot of the Xpresso setup.
that makes no sense to me

thanks anyway.
You have so many Texture Maps. What are they all. Shouldn't you have just 4? Albedo, Gloss, Spec and Normal - or - Albedo, Roughness, Metalness and Normal (depending on which export you're using).
There are 4 Texture Maps, but some are referenced multiple times.
Here's how I worked out which maps to pipe through to the Image Texture nodes.
-Open up the MBB_QUIXEL_PBR file in Octane Standalone.
-Start with the Mix, Metallic and Dialectic nodes. Follow the links until you find an Image Texture node. Then continue following the links from that Image Texture node until you find the Quixel Map that feeds it.
-Now you have a list of the 4 Quixel Maps and the various Image Texture nodes that need to be linked to those maps.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 2:31 pm
by gordonrobb
Yeh sorry, I only asked to see the setup becuase I thought you were writing your own material that was going to be based on a Specular workflow output from Quixel, rather than metalness. No worries.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 2:34 pm
by gordonrobb
I'm confused having re-read your post were you showed the helmet. You mention that "the gloss map goes into the roughness input in octane". Metalness workflow does not have a gloss map. That's whey I thought you were using a specular workflow. What maps are you actually using from quixel suite?
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Wed Dec 02, 2015 8:31 pm
by ChrisMills
gordonrobb wrote:I'm confused having re-read your post were you showed the helmet. You mention that "the gloss map goes into the roughness input in octane". Metalness workflow does not have a gloss map. That's whey I thought you were using a specular workflow. What maps are you actually using from quixel suite?
I'm using the Metalness workflow - Albedo, Roughness, Metalness and Normal maps. The notes in that post are probably more confusing than helpful.
The helmet is from a sample file in the Quixel manual. It has a mesh and pre-made maps. The helmet maps aren't using the Metalness workflow.
The Quixel 2 pre-set for Octane is outputting maps in the Metalness workflow.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Fri Dec 04, 2015 4:56 pm
by SephirothNP
Bump for this thread to stay active and for Chris to keep sharing progress as it happens- a number of Quixel-ers out there following this with interest. Don't stop now!
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Fri Dec 04, 2015 6:47 pm
by dbalzer
Pretty interested in this as well. Just started using Quixel and will share experiences soon.
Re: Quixel SUITE/PBR shader for Octane inside c4d
Posted: Tue Dec 08, 2015 6:13 am
by ChrisMills
I've made a new version.
This one has a slider for "F0 Reflection" and a couple of check-boxes to invert the Metalness and Roughness maps. In most cases the F0 Reflection should stay at the default of 0.04 and the "Invert Check-boxes" should stay unticked.
I'm new to Quixel. Still trying to work out a good workflow from Cinema4D to the Quixel Suite.
The mesh and UVs are sorted (OBJ exports) but I'm having problems working out how to make a high quality "tangent normal map". Is C4Ds "Bake Texture Tag" or "Bake Object" command OK to use?
I've downloaded Xnormal, but I don't understand why I need a low-poly mesh. Is there a way to bake normals from just a high-poly?
I haven't baked normal maps before. I suspect I'm missing something fundamental about how they work with Quixel.