Quixel SUITE/PBR shader for Octane inside c4d

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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abdullahkokce
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ChrisMills wrote: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.

THANK YOU it works perfectly. Now it is very easy to use quixel and Octane together. Amazing works. You save my life
cfrank78
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Quixel 2.1.0 is out! Is there now a "better" or easier workflow possible? I would apreciate a workflow video for the c4d plugin sooooooooooooooooooooo much! Maybe somebody is kind enough! Have a nice weekend -

Chris!
GIOLETS
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Quixel Suite again:

I have exported from Photoshop my 4 maps:
- albedo
- roughness
- metalness
- normal

then in Octane Standalone, I've loaded in easy way the map in a standard MBB_QUIXEL_PBR (from live DB).
All works ok, the material aspect is very similar to Quixel one.
So I've save the material in my local DB.

The problem coming when I try to import the material in C4d plugin: I open the material from LocalDB and I note that the render result is very different from the one in Standalone.
I've two mixed material (dielectric+metallic), the metallic one is always made by a red color.
Then I've tryed to use the (very useful) procedure from ChrisMills (thanks again to your great script), the result are quite better but again very different from Standalone.

So my question are:

- what kind of export setup from Photoshop you used? (Octane Srgb? Octane Disney?....)
- how is possible to correctly export the material from Standalone to Plugin?
Last edited by GIOLETS on Thu Jan 14, 2016 8:34 pm, edited 1 time in total.
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prehabitat
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Have you tried packing everything into an orbx from standalone then importing/proxy that into C4D?

Might not suit your needs; but curious if it gives more Quixel-similar results.
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GIOLETS
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I've tryed also exporting a .orbx file as your suggestion, but the result is equal than saving the material in LocalDB.
The best results are achieved using the ChrisMills script (Quixel to C4d), but give again not identical aspect to the Standalone.

Any ideas?
Luca
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aoktar
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GIOLETS wrote:I've tryed also exporting a .orbx file as your suggestion, but the result is equal than saving the material in LocalDB.
The best results are achieved using the ChrisMills script (Quixel to C4d), but give again not identical aspect to the Standalone.

Any ideas?
Luca
why don't you check and compare material/image parameters? You should see same result when parameters are same.
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gordonrobb
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The LiveDB material is expecting textures exported using Octane Disney profile.
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GIOLETS
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Ok I've made some test again exporting from PS in Octane Disney mode, the results are again wrong (for my opinion).
I've enclosed here:
- the standalone scene and material (a metal chrome)
- the c4d scene
for you test.

Summarizing:
Here the material viewed in Photoshop loading a Quixel Chrome material
ps.jpg
Here the material rebuilt in Standalon loading the 4 Quixel maps:
standalone.jpg
Here the material imported the .orbx in the same c4d plugin scene and the "red issue" on the specular channel of material
cinema.jpg
specular channel.jpg
Finally the same material re-builded with ChrisMills script, that gives better results, but again with a problem with specular channel (more visible when you have less specular materials):
cinema using script.jpg
TEST QUIXEL.rar
(77.34 MiB) Downloaded 300 times
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Rickky
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is there some news about that ?
Roboto
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Rickky wrote:is there some news about that ?
You are not going to like this.

What I basically did is build a library with all the basic materials and some smart ones that worked as base textures.
you can build pretty much any material with the standard glossy and diffuse and get a pretty accurate result.

Then I use the masks in order to blend materials together, And I end with some pretty nice stacks of mix materials. ( I was a Vray user so...)

I dont know....it is so simple to do in the stand alone version, but seems that even when you export the materials with the Octane preset you dont get the same result....

I would love to have a simple way to load this babies, they really look amazing in 3DO
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