Looks like the only difference between "Octane (sRGB)" and "V-Ray (sRGB)" is that "Octane (sRGB)" export Bump/Normal as normal map.
The default Blender and Arnold profiles export a map named Refl_At_Nrm. The exporter is taking data from the "Specular" map, grayscale it, add 2.2 gamma and add an alpha. I have no idea what this map is, anyone got info on this map?
The update speed and customer support on their QuixelLiveSupport group is crazy!
EDIT: This is how the Refl_At_Nrm map looks like. Both RGB and Alpha are identical.
We can import maps straight into dDo and it will highpass them. Giving us the ability to change the Reflection Color without doing any work our self. We can then save these maps as a dDO material. I've been importing old maps from my material library, some of them have like 2+ IOR, some are using Reflection Color to reduce the reflection. The funny thing is that I can replicate these crazy unrealistic materials with the PBR shader, the only thing I have to do is change the IOR to 1.5, add a "Color Correction" map to the Diffuse and tweak the "Gain" and "Gamma / Contrast" sliders. And by removing the "Reflection Color" map.
I need to play around with the grazing angle falloff later and see if that will give me better results.
Old material: IOR 2, Reflection Color Map
New: Removed Reflection Color Map, 1.5 IOR and Color Correction with Gain 74.6 Gamma 1.25 in Diffuse.
I pushed the grazing angle falloff to the max like this
We get almost identical result only by using glossiness.
I need to test this on some more materials, if it seems to be consistent I will add it to the guide.