Author Topic: Quixel SUITE 2.0 Profile and Guide  (Read 111866 times)

2016-10-08, 16:31:00
Reply #30

moadr

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I have a bit of problem (or maybe just misunderstading), but hopefully it is going to help also to others to figure things out :)

So I show you an example of a brick material from the quixel basic collection. This is how the maps are looking like inside photoshop before exporting them



And this is how the exported images are looking like after using the corona export function



And this is how they look like if I use the built in specular PBR (GGX) option (just for testing purposes, I have no other reason to use this specific one)



As you can see the differences I am facing are the following:
  • the glossiness map in the corona version is looking off compared to how it looks originally in photoshop (also producing weird results in Max)
  • the normal map in the corona version is flipped, I have to flip it back inside corona normal map to get the right direction of bump
  • with the corona exporter I am not getting the roughness map, which should be equal to the displacement map that I should use if I am correct

And here are the two previews as a comparison to see how the end result looks like when I use the exported maps to set up my material inside max:

Material with the textures coming from the corona exporter:



Material with the textures coming from the specular PBR exporter:



Material setup was made with using the textures without filtering, reflection is at max, the glossiness map is inside a falloff to get the proper reflections at grazing angles, normal map is inside a corona normal container to get the right gamma. Maybe I am totally off and missing something, but I thought it would be easier to figure out things together :)
Adrian Moorsel

Vermeer by Stableworks   |   https://stableworks.tech

2016-10-08, 17:29:30
Reply #31

dubcat

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Hey man, just letting you know that I will take a look at the exporter today.
I haven't used dDO since Substance Painter 2 got released, maybe they have changed stuff around.
Will make a new post when all is fixed :)
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2016-10-08, 22:56:56
Reply #32

moadr

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Hey man, just letting you know that I will take a look at the exporter today.
I haven't used dDO since Substance Painter 2 got released, maybe they have changed stuff around.
Will make a new post when all is fixed :)

Thanks a lot in advance :)

I was having a look into both of those softwares, but as I was not into any of them I decided to give Quixel a go, as the already built up library with all the materials inside seemed like something, that could have been a bit more useful for some archviz stuff. And by that time Megascans was just around the corner so it was also a +1 for that side. I just read a couple of things about Substance and checked some tutorials but never actually took the time to have a deeper look into it :)
Adrian Moorsel

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2016-10-09, 04:10:51
Reply #33

dubcat

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I've uploaded a new version.
Load Glossiness and Normal with Gamma 1.0.
Do not Flip Green(Y) in Corona Normal.



I selected two random materials one glossy and one rough, they look correct now.

I've been extracting camera curves from different digital cameras the past few days.
I tried one of my Canon 60D capture in JPG profiles (Still beta version).

RAW / LUT





RAW / LUT



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2016-10-09, 12:07:49
Reply #34

moadr

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Thanks for the fix, now everything works fine! :)
Adrian Moorsel

Vermeer by Stableworks   |   https://stableworks.tech

2016-12-29, 11:48:54
Reply #35

Aniki

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i have this in Quixel



i use your script for create and export texture, i have this in 3dsmax



and the result in corona

« Last Edit: 2016-12-29, 11:52:42 by Aniki »

2017-06-22, 18:46:20
Reply #36

Nariman

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Whatever I do cant cap that RGB value