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Quixel SUITE/PBR shader for Octane inside c4d

Posted: Sun Nov 29, 2015 9:29 pm
by Yambo
So after reading this post: viewtopic.php?f=9&t=51470&start=30
And watching this video: https://www.youtube.com/watch?v=M-AbxQ6 ... e=youtu.be

I thought i would try the technique inside c4d - Everything went well & i found the 'MBB_QUIXEL_PBR' material in the liveDB (it's under misc) but the material is super complex to manage (screenshot attached), And it doesn't easy "plug&play" like the standalone.

If i had some time i would make some user data for the material and upload it here but i'm pretty busy for that :/ So if anyone tried it and got some elegant solution that would be sweet.

Thanks.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Mon Nov 30, 2015 7:06 am
by Rickky
maybe be Aoktar our top dev man can do this in a elegant way :roll:
For now this shader tree is a bit scary :twisted:

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Mon Nov 30, 2015 9:19 am
by Gumz
Quixel 2 is the best thing since sliced cheese! I hope we'll see a simple solution.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Mon Nov 30, 2015 11:59 am
by cfrank78
It would be very wishfull, that there can be a simple "orbx" workflow. So one the material is converted to orbx from the quixel database and/or a own made material, it can be used in all plugins with the orbx format. Especially The displacement workflow would be VERY usefull, when finally megascans will be released!

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 8:55 am
by ChrisMills
I gave it a go, but didn't get far.

Using just User Data and Xpresso, I can't find a way to access the texture path within the Image Texture node. If anyone knows how to do that I could probably sort out the piping of the User Data into the various Image Texture Nodes.

I'm itching to get some kind of solution sorted out. The Quixel 2 PBR textures look amazing...as does the "freelancer" price tag.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 9:24 am
by Yambo
Just grab this icon from the desired image texture to xpresso, and the file will available as an input.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 1:19 pm
by ChrisMills
Thanks Yambo.

I've got an Xpresso setup done, but I'll need to go over it carefully to make sure everything is working correctly. I've attached the C4D file.

The image is rendered in Octane C4D using the sample file from the Quixel manual.

If anyone wants to try it out:

-Click the "Quixel Maps" null and select the "User Data" tab. Fill the four texture slots with the Quixel generated maps.
Note: The "Gloss" map from Quixel goes in the "Roughness" slot. The "Specular" map from Quixel goes in the "Metalness" slot.

-Drag the "QUIXEL_PBR" material into the mesh.

That's it.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 2:08 pm
by gordonrobb
That looks great. Is there any way you could post a pic of the setup. I'd like to see about creating this in Lightwave.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 2:34 pm
by Yambo
Awesome Chris! Much appreciated.
i׳ll try it tonight.

Re: Quixel SUITE/PBR shader for Octane inside c4d

Posted: Tue Dec 01, 2015 4:11 pm
by Tos
Hi guys,
I'm a total noob in texturing and shading, I don't know what to do and how to do it, but I think the specular/metalness map in octane plugin for cinema is inverted by default.
Here's quick test of a random shape rendered in quixel:
Image

Then imported in octane plugin (different hdri enviroment and illumination, I know):
Image

If I invert the specular map in photoshop I get this result in c4d:
Image

Same thing if I export an .orbx from Octane standalone and import in cinema, the map is always inverted.
Is it just me?