Support for the new Unity/Unreal PBR materials?

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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adamnerva
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I guess this is kind of a long shot, but would it be possible for Octane for Modo to support the new PBR viewport materials in Modo 10?

Thanks.
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face_off
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I guess this is kind of a long shot, but would it be possible for Octane for Modo to support the new PBR viewport materials in Modo 10?
This is easy to code - but hard to work out the conversion of the Unity/Unreal materials properties to the Octane material. If you have any thoughts on this, I'd be interested to hear them....

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
adamnerva
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This is easy too! The Unreal shader is basically the Quixel shader, and you have my node graph for that already.
adamnerva
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Posts: 112
Joined: Mon Apr 27, 2015 9:01 pm

Paul, I'm tweaking the Quixel shader to match up with the Unreal shader in Modo's viewport. I'm pretty much there. I just need to add the Ambient Occlusion map input. I'll post it up here for you when I'm done.

Edit, I also need to add clearcoat and subsurface and opacity map inputs.
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
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This is easy too! The Unreal shader is basically the Quixel shader, and you have my node graph for that already.
There would need to be some sort of automated way to connect the Unreal Shader properties to your Quixel shader inputs. It may be possible to do that in the schematic and then save as a preset, but I suspect when the preset is next used, the connections would be broken. The solution would be to have the preset save with both the Octane Override and Unreal Shader. Another option would be some tweaking of the plugin so that it automatically uses a NodeGraph node for the Unreal Shader and does the connections for you.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
adamnerva
Licensed Customer
Posts: 112
Joined: Mon Apr 27, 2015 9:01 pm

face_off wrote:
Another option would be some tweaking of the plugin so that it automatically uses a NodeGraph node for the Unreal Shader and does the connections for you.

Paul
This. :)
adamnerva
Licensed Customer
Posts: 112
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Paul, I emailed you an Unreal ubershader for Octane. No pressure. You can ignore if you like. :)
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