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Quixel shader (Octane DB compatibility)
Posted: Fri Jan 08, 2016 1:31 am
by adamnerva
Hi Paul,
I posted this over in the Modo forums, but I don't think you are following that thread anymore. Unfortunately, the Quixel shader in the Octane DB appears to be incompatible with the Modo Plugin because of missing node types in your plugin. I didn't see this mentioned in the roadmap or missing features. When will the Modo plugin support the full database? I really want to use that material. It looks great in standalone.
Also, just curious, does it look like the Modo plugin will be able to support OSL fully when that arrives?
Thanks!
-Adam
Re: Quixel shader (Octane DB compatibility)
Posted: Fri Jan 08, 2016 3:38 am
by face_off
Hi Adam - I recall that the Quixel shader was using Octane sub-graphs with input/output nodes to set everything up. This can be done in the Modo plugin, however you will need to set up the Modo Schematic up manually, and I don't think anyone has yet undertaken this (and in theory it only needs to be done once). But it's not a trivial undertaken, so still on the TODO list. So currently you can certainly replicate that material in the Modo plugin, however it need to be done manual, rather than importing from the LiveDB Presets.
Also, just curious, does it look like the Modo plugin will be able to support OSL fully when that arrives?
Yes, I plan to support OSL, if it is possible within the Modo API.
Paul
Re: Quixel shader (Octane DB compatibility)
Posted: Fri Jan 08, 2016 6:47 am
by adamnerva
Ok, so someone would just need to study the graph/s in standalone and rebuild it in Modo. Are you saying that could then be added back to the database for other Modo users to use? I think I recall seeing a 3ds max version of the shader up there. I think there is also a blender cycles version out there. Is that because other plugins have trouble converting these kinds of shaders in the DB, and so these versions were rebuilt from those packages? Hopefully OSL will make it all easier? Or will you still need to maintain a separate Modo version of OSL DB shaders too? Sorry, I admit I am rather noobish about all this.
Thanks for the response!
Re: Quixel shader (Octane DB compatibility)
Posted: Fri Jan 08, 2016 7:02 am
by face_off
I think the Quixel shader would need to be converted to a Modo Octane Override by someone, then it could be provided to all plugin users as a preset (so you just drag the preset into a Material Group and then connect the Quixel texturemaps to the appropriate points in the Schematic for the preset.
Paul
Re: Quixel shader (Octane DB compatibility)
Posted: Sat Jan 09, 2016 2:22 am
by adamnerva
OK, cool. Thanks for clarifying that.
Re: Quixel shader (Octane DB compatibility)
Posted: Thu Mar 31, 2016 10:23 am
by divljikunic
So no one has done this conversion yet huh? I might give it a shot these days, since I really need it..
Jan
Re: Quixel shader (Octane DB compatibility)
Posted: Thu Mar 31, 2016 11:21 am
by face_off
Adam got close. I recall there was an issue with a gradient that would need working around.
viewtopic.php?f=34&t=52542&p=264162&hil ... el#p264162
Paul
Re: Quixel shader (Octane DB compatibility)
Posted: Sat Apr 02, 2016 3:40 am
by adamnerva
divljikunic wrote:So no one has done this conversion yet huh? I might give it a shot these days, since I really need it..
Jan
My Modo Schematic that Paul linked to above should be pretty much there. You can have a look over it and create a preset from it.