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Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Sat Nov 28, 2015 11:19 pm
by gordonrobb
Miko3D. You are a god. Thanks a great deal. It works a treat. I looked under the hood as I want to create a LW version (if you're ok with that), and it is incredibly complex
But it works.
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Sun Nov 29, 2015 1:23 am
by gordonrobb
Anyone got any experience converting Standalone materials?. I have copied (checked and rechecked) this material into Lightwave, and it looks nothing like the standalone. Nodes are definitely not performing the same way is in standalone. The gradient to remap the roughness map for instance makes it slightly lighter, instead of slightly darker with more contrast. Anyone got any ideas?
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Sun Nov 29, 2015 2:27 pm
by igor73
I have the MBB_Quixel_PBR in my live data base. But everytime i try to load it Octane server crashes. This is extremley anoying as i am eager to try the Quixel 2.0 pre set. Any ideas what could cause this?
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Sun Nov 29, 2015 2:57 pm
by glimpse
igor73 wrote:I have the MBB_Quixel_PBR in my live data base. But everytime i try to load it Octane server crashes. This is extremley anoying as i am eager to try the Quixel 2.0 pre set. Any ideas what could cause this?
check this:
viewtopic.php?f=9&t=51470&start=20#p256651
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Sun Nov 29, 2015 3:47 pm
by igor73
Yes, i have already downloaded the orb file and got it working in Octane Stand alone. matches the results in 3DO very well. But how do i import thr orb x material to Blender Octane to use as a material ?
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Mon Nov 30, 2015 1:42 pm
by miko3d
Ok, so im having a look for a solution with the plugins,
unfortunately things arent very rosey, it all depends how each plugin loads and interprets the Orbx file(hopefully the same) but with my quick tests in Houdini ,input nodes are ignored(those are the main nodes we just care for) and it creates nodes for every single parameter in the file,thats why its messy,grouping is not working either,very annoying....
Ill have a word with Juangon,Houdini plugin developer,for a good general solution and keep you guys posted.
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Mon Nov 30, 2015 4:24 pm
by gordonrobb
If you're interested, I have a simple set up that seems to look ok. Doesn't do any of the complicated stuff you are doing. And uses a specular workflow.
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Mon Nov 30, 2015 5:22 pm
by igor73
Thanks Miko3D for looking in to this! Yes Gordon, i would be interested in material configuration to match the 3DO results.
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Tue Dec 01, 2015 1:55 pm
by miko3d
Hi guys,
I have setup a Houdini plugin version of the PBR shader,it has the same interface as in standalone and I also have added automatization of texture loading,so no need to select files just rename the shader and listo! great for quick material tests!:)

- Pbr Octane shader in Houdini
however, as the Livedb and Orbx file import varies from plugin to plugin we may or may not have a clean interface for each plugin,it all depends how flexible the 3D app and the plugins are,but the shader will work.I just need to check what nodes it creates and what it ignores.the best thing to do is drop me a line for a version and we can have a look.
Re: Quixel SUITE/PBR shader for Octane 2.x
Posted: Tue Dec 01, 2015 2:34 pm
by igor73
That looks great! So how do we get this to work in other plugins besides Hodini? I´m using Blender plugin. Really appreciate your efforts!