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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Rickky
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Thanks gordonrobb, you make my day 8-)
gordonrobb
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No worries. Be aware also that the lighting difference between Quixel and Octane can make a huge difference. It's not enough to to use the same HDR for lighting, as Quixel also has a light in there :)
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gordonrobb wrote: .... I use the Octane (sRGB) exporter. plug maps into a glossy, all at 2.2 except the roughness which I set to 1. For non metals, i use in index of 1 and it should look right. For metals, I tweak the index way up. If I have a mix of both, I use two glossy nodes with different indexes, and mix them using either a high contrast version of the specular, or export a metalness map (after adding it to the project obfioulsy) and use that to mix. Results are shown here between quixel and Octane IPR.....

'great clear concise input, thanks Gordonrobb! :)
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ChrisMills
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I've made a new version of the Xpresso setup.

I mostly wanted to make sure it works in V3, but I also found a new version of the base material in the LiveDB that is set up for use in the plugin
QUIXEL PBR v3.zip
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TonyBoy
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Will this work with PBR files from another app (3D-Coat)?
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ChrisMills
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TonyBoy wrote:Will this work with PBR files from another app (3D-Coat)?
It might as long as you use the Metal/Roughness workflow. You would need to test it.
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jagger
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ChrisMills wrote:I've made a new version of the Xpresso setup.

I mostly wanted to make sure it works in V3, but I also found a new version of the base material in the LiveDB that is set up for use in the plugin
QUIXEL PBR v3.zip

Hi, Im new to the workflow c4d-octane-quixel. I have used your xpresso with the mbb_quixel_pbr2 from de liveDB and it doesnt work, your xpresso just works when I drop my models on your .c4d scene.

Just have a couple of questions.

1- What would be the correct workflow?
2- If I use your xpresso + mbb_quixel_pbr2 to put the shader on a model, what to do if that scene have 2 or mode model with another quixel shader too? How to link that xpresso with one shader each time?

Thanks for help
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ChrisMills
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jagger wrote:
ChrisMills wrote:I've made a new version of the Xpresso setup.

I mostly wanted to make sure it works in V3, but I also found a new version of the base material in the LiveDB that is set up for use in the plugin
QUIXEL PBR v3.zip

Hi, Im new to the workflow c4d-octane-quixel. I have used your xpresso with the mbb_quixel_pbr2 from de liveDB and it doesnt work, your xpresso just works when I drop my models on your .c4d scene.

Just have a couple of questions.

1- What would be the correct workflow?
2- If I use your xpresso + mbb_quixel_pbr2 to put the shader on a model, what to do if that scene have 2 or mode model with another quixel shader too? How to link that xpresso with one shader each time?

Thanks for help
The workflow is:
-Merge the C4D file with your scene. I keep mine in the Content Browser so I can just drag it into a scene.
-Drag the Quixel PBR material onto your model.
-Fill in the texture slots in the User Data.

It will only work on one model at a time. There might be a way for me to update the Xpresso to use multiple models, but I don't think it's worth it.
I'm hoping with OSL coming with Octane 3.1 there will be a way to make a proper solution.
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Ferdinand13
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Hi Chris,

Thanks a lot for the amazing preset! I've got one little question. I'm switching back and forth between my Windows PC at home and my iMac at the office, to work on my project. A lot of the individual assets of the scene are organised in XRefs and some of these are nested before they feed into the final scene.

What tends to happen between Windows and Mac is that the links to the Albedo, Roughness, Metalness and Normal maps break. The reason behind this is probably that the file paths are absolute and since Windows starts it with something like "C:\XYZ" while on Mac it's something like "/Users/", the Xpresso script gets a little confused.

I've dabbled a bit in Xpresso, but I'd still safely consider myself a complete noob. Is there a way to make the file paths in your preset relative instead of absolute? That would help me lot.

Thanks for letting me know.
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ChrisMills
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Ferdinand13 wrote:Hi Chris,

Thanks a lot for the amazing preset! I've got one little question. I'm switching back and forth between my Windows PC at home and my iMac at the office, to work on my project. A lot of the individual assets of the scene are organised in XRefs and some of these are nested before they feed into the final scene.

What tends to happen between Windows and Mac is that the links to the Albedo, Roughness, Metalness and Normal maps break. The reason behind this is probably that the file paths are absolute and since Windows starts it with something like "C:\XYZ" while on Mac it's something like "/Users/", the Xpresso script gets a little confused.

I've dabbled a bit in Xpresso, but I'd still safely consider myself a complete noob. Is there a way to make the file paths in your preset relative instead of absolute? That would help me lot.

Thanks for letting me know.
I don't have a Mac to test this, but you could try deleting the file path and leave just the file name in the texture slots after you have dragged in the texture files.
So, on Windows change "C:\blah\blah\filename.tif" to just "filename.tif"
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