gradient node problem
Moderators: ChrisHekman, aoktar
I'm trying to rebuild the MBB quixel PBR node in c4d, and there comes a problem when switch gradient node to complex mode, I can't make start value driven by any nodes I try(FloatTexture or MixTexture), but it can be done in standalone, anyone knows the reason? thanks.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I tried reproducing the material in the LW plugin. Where the input or start or finish was an image, I just plugged that in. Where the key was a number (0.2 for example) I used a float texture which goes from 0 to 1 so you can just put in 02. Problem is, even with the same set up, the output looked different to the standalone version 
What I do (until there is a better fix) is I do my project in quixel (Im assuming that's what you're doing) in unprocessed mode. I export Albedo, Gloss, Spec and Normal. I then plug them all into a gloss node in Octane. (I sumtimes have to have gamma 1 and sometimes gamma 2.2, havent sussed that yet). I make sure the Gloss image is gamma 1. Put that into a colour correct node. Invert and make it gamma 2.2 and plug that into the roughness input. It works quite well.

What I do (until there is a better fix) is I do my project in quixel (Im assuming that's what you're doing) in unprocessed mode. I export Albedo, Gloss, Spec and Normal. I then plug them all into a gloss node in Octane. (I sumtimes have to have gamma 1 and sometimes gamma 2.2, havent sussed that yet). I make sure the Gloss image is gamma 1. Put that into a colour correct node. Invert and make it gamma 2.2 and plug that into the roughness input. It works quite well.
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