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Support for the new Unity/Unreal PBR materials?
Posted: Sun Apr 10, 2016 3:19 am
by adamnerva
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.
Re: Support for the new Unity/Unreal PBR materials?
Posted: Mon Apr 11, 2016 1:31 pm
by face_off
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
Re: Support for the new Unity/Unreal PBR materials?
Posted: Mon Apr 11, 2016 7:04 pm
by adamnerva
This is easy too! The Unreal shader is basically the Quixel shader, and you have my node graph for that already.
Re: Support for the new Unity/Unreal PBR materials?
Posted: Mon Apr 11, 2016 8:14 pm
by adamnerva
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.
Re: Support for the new Unity/Unreal PBR materials?
Posted: Mon Apr 11, 2016 11:05 pm
by face_off
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
Re: Support for the new Unity/Unreal PBR materials?
Posted: Mon Apr 11, 2016 11:26 pm
by adamnerva
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.

Re: Support for the new Unity/Unreal PBR materials?
Posted: Tue Apr 12, 2016 2:30 am
by adamnerva
Paul, I emailed you an Unreal ubershader for Octane. No pressure. You can ignore if you like.
