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gradient node problem

Posted: Tue Dec 01, 2015 12:48 pm
by JohnnyLi
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.

Re: gradient node problem

Posted: Tue Dec 01, 2015 1:11 pm
by aoktar
It's always better to post some images like this. Otherwise just more confusion happens.

Re: gradient node problem

Posted: Wed Dec 02, 2015 2:01 am
by JohnnyLi
thanks for the reply, it's my mistake on connect some node, and I use another way to do that, thanks!

Re: gradient node problem

Posted: Wed Dec 02, 2015 11:56 am
by gordonrobb
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.