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Adding proper metallic workflow material

Posted: Sat May 26, 2018 12:13 am
by fatrobotsneedlove
Roeland posted a proper metallic workflow material that has 'diffuse' sections that are glossy with a 1.4 IOR so that roughness maps affect those areas of the spec map.

Is there a plan to implement this in the plugin soon?

I've attached the .orbx from Roeland.

Re: Adding proper metallic workflow material

Posted: Sat May 26, 2018 1:30 am
by aoktar

Re: Adding proper metallic workflow material

Posted: Sat May 26, 2018 3:02 am
by fatrobotsneedlove
Nope.

The roughness values should affect the diffuse areas as if they were a glossy material with an IOR of 1.4. That's what the material that I attached in the previous post does. It was made by a core Octane dev. No mix materials. All in the metallic.

PS the new manual is fantastic, great work!
c4d.png

Re: Adding proper metallic workflow material

Posted: Sun May 27, 2018 6:46 pm
by fatrobotsneedlove
So it should look like this.
orbx.png
My understanding was this is supposed to end up as the default, out of the box behavior of the metallic material. No mix material workarounds as in the attached graph or the substance bridge.

Having to use a mix material for every object in a scene textured with a basic PBR workflow really slows things down. Every other engine can do it with a standard material.

Re: Adding proper metallic workflow material

Posted: Sun May 27, 2018 10:59 pm
by niestudio
fatrobotsneedlove wrote:No mix materials. All in the metallic
This it is a mix material, if you open in standalone, just double click it and you'll see the mix.
You can also add it to your local DB and then load it into C4D

Re: Adding proper metallic workflow material

Posted: Mon May 28, 2018 7:43 am
by bepeg4d
Hi,
the direct PBR support in one material is going to be developed in v4,:
  • Added Universal Material node. Please note that this node is likely to change in the next few releases.
have a look at v4.00 XB2.1 release notes discussion:
viewtopic.php?f=33&t=67492&start=10#p338799
viewtopic.php?f=33&t=67492&start=20#p338885
Happy GPU Rendering,
ciao Beppe

Re: Adding proper metallic workflow material

Posted: Wed May 30, 2018 5:44 pm
by fatrobotsneedlove
niestudio wrote:
fatrobotsneedlove wrote:No mix materials. All in the metallic
This it is a mix material, if you open in standalone, just double click it and you'll see the mix.
You can also add it to your local DB and then load it into C4D
I know that, the substance bridge works the same way. They made it as an example for feedback of how the metallic material should function. Sorry I think I worded it poorly.

Re: Adding proper metallic workflow material

Posted: Wed May 30, 2018 5:46 pm
by fatrobotsneedlove
bepeg4d wrote:Hi,
the direct PBR support in one material is going to be developed in v4,:
  • Added Universal Material node. Please note that this node is likely to change in the next few releases.
have a look at v4.00 XB2.1 release notes discussion:
viewtopic.php?f=33&t=67492&start=10#p338799
viewtopic.php?f=33&t=67492&start=20#p338885
Happy GPU Rendering,
ciao Beppe
Looks like this is solved with the Universal Material.
Awesome!