No, that's not what we were talking about. We are adding a roughness channel for sheen, and this change will be in the next release I'm about to post.fatrobotsneedlove wrote:Roughness textures still don't work on the non metallic parts of the metallic material.
This was supposed to be a priority.
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Thanks I only have 1080s and titans Xps And if I click on octane I get this error(attached ) I do have the latest drivers and I tried 388.13 Is it windows maybe? Thanksabstrax wrote:Probably a driver issue. To test, please run the Standalone on that machine and check if it detects the GPUs.coilbook wrote:Not sure if it is otoy bug or windows 7 service pack 1 When I go to install daemon.bat on my slave i get an error message on my slave Available GPUs"The system cannot execute the specified program ". I tried new drivers nothing helped. When I tried 3.07 version it detected all 5 GPUs fine. What should I do Thanks
My guess is it won't, in which case please install the latest 388.x driver and let me know if it works or not. The current 390 and 391 drivers still have issues with Kepler GPUs.
- fatrobotsneedlove
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I don’t know what you’re referring to, but I’m referring to posts by Goldorak in the original 3.08 features post back in January.abstrax wrote:No, that's not what we were talking about. We are adding a roughness channel for sheen, and this change will be in the next release I'm about to post.fatrobotsneedlove wrote:Roughness textures still don't work on the non metallic parts of the metallic material.
This was supposed to be a priority.
He promised to escalate it and even share a test material as soon as possible.
All I want is a simple workflow with substance painter. I am so frustrated and annoyed.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
Could you follow the troubleshooting steps in this post?coilbook wrote:Thanks I only have 1080s and titans Xps And if I click on octane I get this error(attached ) I do have the latest drivers and I tried 388.13 Is it windows maybe? Thanksabstrax wrote:Probably a driver issue. To test, please run the Standalone on that machine and check if it detects the GPUs.coilbook wrote:Not sure if it is otoy bug or windows 7 service pack 1 When I go to install daemon.bat on my slave i get an error message on my slave Available GPUs"The system cannot execute the specified program ". I tried new drivers nothing helped. When I tried 3.07 version it detected all 5 GPUs fine. What should I do Thanks
My guess is it won't, in which case please install the latest 388.x driver and let me know if it works or not. The current 390 and 391 drivers still have issues with Kepler GPUs.
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Sorry, I have misunderstood you. I was talking about this problem: viewtopic.php?p=333396#p333396fatrobotsneedlove wrote:I don’t know what you’re referring to, but I’m referring to posts by Goldorak in the original 3.08 features post back in January.abstrax wrote:No, that's not what we were talking about. We are adding a roughness channel for sheen, and this change will be in the next release I'm about to post.fatrobotsneedlove wrote:Roughness textures still don't work on the non metallic parts of the metallic material.
This was supposed to be a priority.
He promised to escalate it and even share a test material as soon as possible.
All I want is a simple workflow with substance painter. I am so frustrated and annoyed.
Regarding your problem, what exactly is the roughness for the non-metallic part (which is currently diffuse) supposed to do?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- fatrobotsneedlove
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No problem.abstrax wrote: Sorry, I have misunderstood you. I was talking about this problem: viewtopic.php?p=333396#p333396
Regarding your problem, what exactly is the roughness for the non-metallic part (which is currently diffuse) supposed to do?
The issue is that the non metallic part is diffuse and not glossy.
Redshift does their version of the "Spec Map" this way:
- f0 : Reflectance value at fresnel 0 (0.04 for dielectrics - BLACK, 1.0 for metallic - WHITE)
Arnold, Corona, and Vray define it this way:
- 1/ior : 1 divided by the ior value, ior is generated from the metallic map : (1.4 for dielectrics - GREYISH, 100 for metals - BLACK)
Unity and Unreal work similarly, though I'm not completely sure what their internal specs are.
The point is just to be able to texture in Substance/Quixel/3D Coat/Mari and easily transfer the asset via 5 or 6 texture maps with minimal tweaking or setup and expect relatively consistent results across engines. This is vital when working with other artists efficiently.
So Diffuse, Specular, Spec Map, Roughness, Normal, Displacement would get us there if Octane would expect the Diffuse parts of the Spec Map to be Glossy material with an IOR of 1.4 instead of a Diffuse material. Or even better if the IOR of the non metallic part could be set via a slider as in the normal Glossy material.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
Can you try the node graph posted here:
viewtopic.php?p=332303#p332303
and report back if there are any significant difference from what's expected?
Otherwise, if it doesn't fit at all, do you know the meaning of the Diffuse, Specular and Spec Map channels? I suspect they're actually not really standardized across all these programs. Eg. Substance often exports only a base color and a specular map.
viewtopic.php?p=332303#p332303
and report back if there are any significant difference from what's expected?
Otherwise, if it doesn't fit at all, do you know the meaning of the Diffuse, Specular and Spec Map channels? I suspect they're actually not really standardized across all these programs. Eg. Substance often exports only a base color and a specular map.
Substance can output different 'templates' for different programs. As I understand it, the two most popular graph templates include:roeland wrote:Can you try the node graph posted here:
viewtopic.php?p=332303#p332303
and report back if there are any significant difference from what's expected?
Otherwise, if it doesn't fit at all, do you know the meaning of the Diffuse, Specular and Spec Map channels? I suspect they're actually not really standardized across all these programs. Eg. Substance often exports only a base color and a specular map.
Base Color, Normal, Roughness, Metallic, Height
or
Diffuse, Normal, Specular, Glossiness, Height
When folks talk PBR they sure aren't referring to an outdated model of only base color and spec. I don't know of anyone using Substance with such limited outputs.
Last edited by Iceman9 on Wed Apr 11, 2018 8:37 am, edited 1 time in total.
- fatrobotsneedlove
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Yes! that's what we're looking for.roeland wrote:Can you try the node graph posted here:
viewtopic.php?p=332303#p332303
and report back if there are any significant difference from what's expected?
Otherwise, if it doesn't fit at all, do you know the meaning of the Diffuse, Specular and Spec Map channels? I suspect they're actually not really standardized across all these programs. Eg. Substance often exports only a base color and a specular map.
Substance has multiple types of metallic/rough and spec/gloss shaders that are selected at project startup (and can also accept custom glsl shaders). These are the 'templates'. Then at export, it internally converts those maps to whatever export preset is chosen, accurately converting a base color map to diffuse and specular maps and a roughness map to a gloss map for example. This way I can export to say unity, sketchfab, and octane at the same time from the same project with a just few clicks.
I need to do some more testing to figure out the right map combination but this should work.

https://support.allegorithmic.com/docum ... rt+presets
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.