gordonrobb wrote:
The issue is with your material, it's using the gradient node to remap the texure (gamma curve I guess). and the lw plugin does not seem to do it the same.
yes, unfortunately each plugin is importing ORBX in its own way...very annoying

however we can have a look to this if you want,
gordonrobb wrote:
Hmm, When I look at a glossy material in the Lightwave plugin, with a roughness of 100% (1 in standalone) it is more or less diffuse.
well,till you compare to a diffuse material,give a quick test on a red colored rounded object,set a standard dielectric IOR of 1.53 (4%reflective) and crack the roughness to 1,and spec to 1.
gordonrobb wrote:
I normally just have the IOR set to 1 and it invariably looks quite good. However, I have thought thought you could have a metal and non-metal glossy material node. Set the IOR's to different values for each, and mix them based on a high contrast version of the specular texture. I've had good success with that.
Setting up IOR to 1 will not make use of the fresnel in the shader,this is only realistic if you are planning to redo the fresnel using a fallof node,otherwise your reflections will be constant along the curvature of the objects, and even metals dont behave like that,dielectrics need to have a strong Fresnel effect.
gordonrobb wrote:
So regarding this F0. Is there a way to adjust the specular texture, to compensate for the fact that the IOR will mess it up?
yes,for a glossy/spec you may have already tried this,out of my head:
1- IOR to 1 (like you are doing)to replace IOR with a custom fresnel
2-Custom fresnel:create a falloff,plug it to a mix "amount" node and connect to the first texture input of the mix node the Spec material from Quixel,leave the second input a white color.Plug the mix result to the Specular slot of the glossy material.Play with the skew factor of the falloff node or formore control plug in between a gradient to remap the falloff.
3- connect the inverted glossy texture form the Suite to the remap ramp node from my shader,(the one with lots of steps) and plug it to the roughness
4-plug the albedo to diffuse.
5-plug normal/bump
This should give you a basic material you may be happy with.