You can select the material press ctrl shift t and browse the directory select albedo roughness normal displacement int he list and it will automatically connect everything for you. i think its part of the node wrangler addon
I still believe that you need to set the specular value back to 0.5. That is the common value for non-metal materials like rock, wood, and things like that. 0.5 is defined in PBR BSDF which describes the rim reflection effect or Fresnel reflection or F0 in PBR BSDF. And for reflectiveness, you need to tweak roughness instead of metallic. Usually you just need 0 or 1 to tell the renderer whether the material is metal. Sometimes you need value in between just to blend a metal material with a dielectric material.
I thought so initially, but after some test, I ultimately concluded Octane was not following the PBR BSDF model exactly. This might change with the upcoming release.
@@ambocc To be honest, that still sounds weird to me, maybe it has something to do with the view transform or things like that? I think I will have to dig into that maybe send an email to Otoy to get verified. But still thanks for this important info.
I'm trying to convert a Cycles material following your instructions. In this Cycles material, there are nodes like Mix, Hue/Saturation, etc. After converting to Octane material, they just disappear... The Octane material is white with no nodes. What I'm doing wrong?
The converter doesn't handle those nodes at the moment, only handles textures, bump, normal, emission, and nodes directly into the Principle. Essentially a basic PBR setup. I would detach those other nodes to the side and convert it, then manually place those back. Still a pain in the butt, but still less work overall.
If you have an RGBA image with an alpha. You need to use the Alpha Image node to extract just the alpha channel for the opacity. The normal RGB image, will ignore the alpha channel. If you have a separate image that is a Grayscale Image for Opacity, you can use the Grayscale Image node. Hope that helps.
Have you tried reinstalling the drivers and quixel bridge plugin. I would also try to install an older version. I know from the past it takes them some time to address bugs.
You can select the material press ctrl shift t and browse the directory select albedo roughness normal displacement int he list and it will automatically connect everything for you. i think its part of the node wrangler addon
I still believe that you need to set the specular value back to 0.5. That is the common value for non-metal materials like rock, wood, and things like that. 0.5 is defined in PBR BSDF which describes the rim reflection effect or Fresnel reflection or F0 in PBR BSDF. And for reflectiveness, you need to tweak roughness instead of metallic. Usually you just need 0 or 1 to tell the renderer whether the material is metal. Sometimes you need value in between just to blend a metal material with a dielectric material.
I thought so initially, but after some test, I ultimately concluded Octane was not following the PBR BSDF model exactly. This might change with the upcoming release.
@@ambocc To be honest, that still sounds weird to me, maybe it has something to do with the view transform or things like that? I think I will have to dig into that maybe send an email to Otoy to get verified. But still thanks for this important info.
Thank you so much ! Very helpful !!!
thank you it really helped!
I'm trying to convert a Cycles material following your instructions. In this Cycles material, there are nodes like Mix, Hue/Saturation, etc. After converting to Octane material, they just disappear... The Octane material is white with no nodes. What I'm doing wrong?
The converter doesn't handle those nodes at the moment, only handles textures, bump, normal, emission, and nodes directly into the Principle. Essentially a basic PBR setup. I would detach those other nodes to the side and convert it, then manually place those back. Still a pain in the butt, but still less work overall.
@@thomas-cheng thank you
Hi thanks for video! how to use alpha/opacity map, when I convert it to octane it is not transparent anymore?
If you have an RGBA image with an alpha. You need to use the Alpha Image node to extract just the alpha channel for the opacity. The normal RGB image, will ignore the alpha channel. If you have a separate image that is a Grayscale Image for Opacity, you can use the Grayscale Image node. Hope that helps.
@@ambocc Alpha image connected to opacity didnt work, seems like grayscale fixed the problem. Thanks so much!
im having alot of issues with quixel bridge. after exporting one material or object. bridge crashes and wouldnt export anything else.
Have you tried reinstalling the drivers and quixel bridge plugin. I would also try to install an older version. I know from the past it takes them some time to address bugs.
i have a scene with a spaceship and no matter what i do the ship stays white
Hmm, can you upload a video of your process? I can try to see what is going on from that.
@@ambocc I finally got it working had to load original untouched fbx
@@evilkoolade Glad it worked.
It doesn't work. Just deletes my nodes and puts in a Material Output node with nothing else.
Which version are you using?