I have checked all the settings but I am unable to set the default BSDF and less importantly the diffuse BRDF model.
I always have to change this on any material created or imported from Octane to GGX (energy preserving). I sometimes forget and wonder why a material looks off.
Being able to set defaults via the 3DSmax plugin would be preferred.
I have also tried to tweak the Quixel Bridge import script to try and set it upon importing textures. I have modified the script to do other stuff but have been unsuccessful in setting the BSDF model on the created Universal Material. I have tried the below (assumptions based on the standalone API and reverse engineering other parts of the script) but I always get errors. Any help would be appreciated. Thanks
Code: Select all
// Works
MAT_NODE_NAME = universal_material()
MAT_NODE_NAME.name = "MS_MATNAME"
// Variations tried but dont work
MAT_NODE_NAME.bsdfSpecularModel = 6
MAT_NODE_NAME.bsdfModel = 6
MAT_NODE_NAME.bsdfUniversalModel = 6
// Rest of working script...
if doesFileExist albedoBitmap.fileName do
(
MAT_NODE_NAME.albedo_tex = RGB_image ()
MAT_NODE_NAME.albedo_tex.gamma = 2.2
MAT_NODE_NAME.albedo_tex.name = ("Albedo")
MAT_NODE_NAME.albedo_input_type = 2
MAT_NODE_NAME.albedo_tex.filename = albedoBitmap.fileName
if useTransformNode do (
MAT_NODE_NAME.albedo_tex.transform = TransformNode
)
)
if doesFileExist metallicBitmap.fileName do
(
.....