Javis Posted June 9, 2015 Report Share Posted June 9, 2015 Hey everyone! Here's a rig I made during beta to use with PBR texture maps. I meant to get it out right after launch, but I've been a little preoccupied. It supports diffuse color/albedo, gloss/roughness and metalness. For good measure there is also a spot for normal maps already set, but if you don't need/want it, simply delete it from the shader tree. For usage, just double click the preset, it'll add a material group to the shader tree called "3DCPBR GrpMat". Inside this group you'll find a number of layers/nodes. You want to use only the Diffuse, Metalness and Glossiness IMG nodes, and the Match 3DC/Unreal Fresnel. To apply one of your textures,select the appropriate layer/node, go to the Textures Layers tab, and browse to your image. Once selected, make sure you also choose the right UV map that you want to apply it to from the Texture Locator tab. Notes:-The Match 3DC/Unreal Fresnel is provided for convenience, and is on by default. To turn it off, toggle the eye icon.-The default for Roughness/Gloss is Roughness. If you want to use Glossiness a map, select the Gloss/Rough IMG Node, Texture Layer and turn ON Invert.-I recommend not poking around and editing the nodes in the graph, it could break.-Don't delete the group locator named "3DCPBR-TLocs" or "3DCPBR GrpMat" from the scene, unless you don't want it on your scene any longer.-If you want to assign the created material group to a specific mesh/section/etc., that you've already created, drag and drop the 3DCPBR GrpMat under that material.-You can also assign the 3DCPBR GrpMat to something else, using selecting sets, material tags, etc. directly. It's a good idea to rename the group if you've done this and plan to use multiple copies of this material preset.-To note one more time, lighting is important! If you want to match the lighting and appearance from another application exactly, use the same HDR/EXR and settings for it, that you are in that application. Otherwise it wont appear exactly the same.-You can use textures from applications other than 3D-Coat of course, they just need to be diffuse/albedo, glossiness/roughness & metalness Fixed:-An unwanted "Texture Group" group locator is created in the item list, delete this. This is a known issue and there is no known way around it at the moment.-Material rendering black-Naming conventions-Changed default for Gloss/Rough to Roughness to match 3D-Coats new default That's all there is to it. It should now render as closely as possible to 3DC/Unreal (though do note that it wont be exactly the same for a number of reasons. Namely lighting.). The revolver mesh and textures used in the image is provided by "d1ver" over at the PolyCount forums, here:http://www.polycount.com/forum/showthread.php?t=130641 Also huge thanks to Gideon Klindt, David Maas, Funk and Captain Obvious for helping with the rig and driving me it to make better. Here's a download link on Google Drive. I'll be updating it occasionally, and if I do, I'll post a notice in this thread with the update info. Thanks! https://drive.google.com/file/d/0ByesnXO2ExYDbEl1c25nZkxTZEE/view?usp=sharing 3 Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted June 11, 2015 Advanced Member Report Share Posted June 11, 2015 I hate to be a total idiot, but I've no idea what it is you are talking about. A short tutorial would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Javis Posted June 12, 2015 Author Report Share Posted June 12, 2015 Hey Denis. I've got one recorded, just need to edit/produce/publish it. Do you use Modo? Quote Link to comment Share on other sites More sharing options...
Javis Posted June 23, 2015 Author Report Share Posted June 23, 2015 I've updated the rig, uploaded a new file to the server and updated the link in the first post. Fixed materials rendering blackRenamed the Glossiness node to Gloss/Rough (just invert for gloss, turn off invert for roughness) Thanks! Quote Link to comment Share on other sites More sharing options...
Psmith Posted June 23, 2015 Report Share Posted June 23, 2015 Javis: Here is the rub, currently, for some of us: Steam had this incredible bundle sale for Modo and Mari (Steam Editions), for a total of $227.00. And, although this is an unheard of deal - the Steam version of Modo is 801. You see, many people bought this edition because of price - and, in my case, hopefully to import 3D-Coat PBR textured models into Modo for animation and rendering. I've been somewhat successful in getting an approximation of 3D-Coat's smart materials - as they display and render within 3D-Coat - within Modo - but it is only a rough approximation. I know a rig made specifically for 901 would be quite different than one for 801. Any suggestions? Greg Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted June 23, 2015 Advanced Member Report Share Posted June 23, 2015 Hey Denis. I've got one recorded, just need to edit/produce/publish it. Do you use Modo? Yes, I bought the indie 3 month subscription to see what's like. If all goes well I'll buy the Indie perpetual license in the fall. Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Javis: Here is the rub, currently, for some of us: Steam had this incredible bundle sale for Modo and Mari (Steam Editions), for a total of $227.00. And, although this is an unheard of deal - the Steam version of Modo is 801. You see, many people bought this edition because of price - and, in my case, hopefully to import 3D-Coat PBR textured models into Modo for animation and rendering. I've been somewhat successful in getting an approximation of 3D-Coat's smart materials - as they display and render within 3D-Coat - within Modo - but it is only a rough approximation. I know a rig made specifically for 901 would be quite different than one for 801. Any suggestions? Greg Hey man! I could make a rig for 801, but it wont have the exact same look. IMHO it would be close enough. I'll run some tests to see if it works out, and if it does, I'll release it for 801 as well. Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Yes, I bought the indie 3 month subscription to see what's like. If all goes well I'll buy the Indie perpetual license in the fall. Cool! I hope it works out for you. It's a pretty great tool, 3DC+Modo=Excellent companions. Another quick update with a fix for roughness/gloss maps. Things render much more closely to 3DC/Unreal. A render attached to show. Link is in the first post. Thanks! 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Quick low poly scimitar I modeled in Modo, textured in 3DC. 'Saif al Aqrab', 'Sword of the Scorpion", using the rig for 901. 1 Quote Link to comment Share on other sites More sharing options...
Psmith Posted June 24, 2015 Report Share Posted June 24, 2015 Javis: Thank you, thank you . . . and I thank you! There are some of us who are still fools enough to think we may eventually complete an entertaining piece of animation within our lifetimes. You, my friend, are helping to make this fantasy, this dream, this . . . . thing, a reality. your friend, Greg Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Hey Greg! It is my pleasure. I hope you can finish your dream! Don't give up hope. And my tests show that the rig works perfect fine in 801, no fuss no muss. I'm not on the Indie version, so I can't speak to that exactly, but I think it would probable be just fine there too. You can use the same rig and everything, nothing special required. Though if you want it to be close to 901, make sure to turn on Energy Conservation. Other than that, it's good to go for 801! Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Topic title edited to include 801 as well. Updated the instructions and notes in the OP. Quote Link to comment Share on other sites More sharing options...
Psmith Posted June 24, 2015 Report Share Posted June 24, 2015 Javis: Pardon my ignorance - but is your "rig" a script, by chance? This point totally escaped me - for the "Steam" version of Modo 801 disallows scripts of all kinds. A point of contention among the Steam community. What an oversight! (on my part). Greg Quote Link to comment Share on other sites More sharing options...
Javis Posted June 24, 2015 Author Report Share Posted June 24, 2015 Nope, no script. It's a preset that you can add by browsing with the preset browser to it (best to drop it into the user directory asset folder). Then in the preset browser, double click it. You'll see a material group in the shader tree, open it and there you'll find 4 channels: diffuse color, metalness, gloss/rough and normal. You can apply your images from 3DC to those layers. Quote Link to comment Share on other sites More sharing options...
Psmith Posted June 25, 2015 Report Share Posted June 25, 2015 Javis: Thanks again - will test today. Greg Quote Link to comment Share on other sites More sharing options...
Member kevjon Posted July 10, 2015 Member Report Share Posted July 10, 2015 Thanks for this Javis, it really makes the workflow easy for 3DC Modo users. I am having some problems in Modo 801. I can't get the metal effect to show on the edges ? I'm also getting some darkening of textures and they look glossy on the rear of the engine for some strange reason. I exported color, roughness, metalness and tangent maps from 3DC and put them in the v3.4 shader in the correct spot but don't really know what is wrong. Quote Link to comment Share on other sites More sharing options...
Javis Posted July 10, 2015 Author Report Share Posted July 10, 2015 Hey! Sorry for the trouble. Could you zip on the 3b or the object file and textures, and PM it to me? I'd be happy to take a look. Quote Link to comment Share on other sites More sharing options...
Member kevjon Posted July 11, 2015 Member Report Share Posted July 11, 2015 Thanks Javis Message sent with zipped 3b file. BTW I did solve my dark texture issue. I've never used normal maps in modo before (always bump) but found out on the modo forums you have to set the colorspace of them from default to linear which solved the dark texture issue. I don't know how to solve the metal effect on the edges though. Quote Link to comment Share on other sites More sharing options...
Javis Posted July 13, 2015 Author Report Share Posted July 13, 2015 I've sent you a reply with your potential solution. Let me know how it goes! Cheers. Quote Link to comment Share on other sites More sharing options...
Member kevjon Posted July 14, 2015 Member Report Share Posted July 14, 2015 Javis, thanks very much, it now looks in modo just like I see in 3DC ! I would never have figured this out on my own. Just for other users - there is more to getting it to look the same in Modo as it does in 3DC than just the material setup. It is also the environment image, light setup and material color spaces of each of the maps generated by 3DC. Quote Link to comment Share on other sites More sharing options...
Psmith Posted July 14, 2015 Report Share Posted July 14, 2015 Javis: Being totally new to the current versions of Modo, I really don't know how to use your rig - with all of the other adjustments that need to be made within Modo (801) to get the proper results. I'm also a visual guy - and have trouble with just textual instructions. Do you still plan to make a "how to" setup video for this process? Oh, I hope so. Greg Quote Link to comment Share on other sites More sharing options...
Javis Posted July 15, 2015 Author Report Share Posted July 15, 2015 Hey guys! Sorry, I didn't seem to get a email message about replies to my subscribed threads today. Javis, thanks very much, it now looks in modo just like I see in 3DC ! I would never have figured this out on my own. Just for other users - there is more to getting it to look the same in Modo as it does in 3DC than just the material setup. It is also the environment image, light setup and material color spaces of each of the maps generated by 3DC. I'm really glad I could help out! And yes, for certain. The environment is really important. Color space is too. For it to match between the two applications, everything has to be near perfect. Javis: Being totally new to the current versions of Modo, I really don't know how to use your rig - with all of the other adjustments that need to be made within Modo (801) to get the proper results. I'm also a visual guy - and have trouble with just textual instructions. Do you still plan to make a "how to" setup video for this process? Oh, I hope so. Greg I do! I just need to finish editing the video and publish it. It's just been pushed in my queue down the line a little due to other projects. I will try to finish it soon. Apologies for the delay. Quote Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted August 10, 2015 Advanced Member Report Share Posted August 10, 2015 Hey, Jarvis.I'm trying using 3D Coat this time.Should I set the metalness and gloss/rough to some effect of just leave it blank as it is by default? I see that the normal layer is set to normal (by the way, have to put gama in 2.2 in order to work properly).Also, what do you think of duplicating the difuse layer and set it to Specular Color? Quote Link to comment Share on other sites More sharing options...
Javis Posted August 12, 2015 Author Report Share Posted August 12, 2015 Hi Dimitri! Sorry, I didn't get an email about your reply to the thread. For metalness and gloss/rough, just leave those as is. Normal layers are always set to "Normal". For the Spec Color, It's fine to do in 3DC, but duplicating the node in Modo wont work. If you want to do that, make a new image layer manually and set it to Spec Color. That said, the attenuation will be completely different. Since Spec is analyzed before any of the other channels, it could have drastic effects and make it look, well, not very good. Something to keep in mind. Quote Link to comment Share on other sites More sharing options...
Member Time.Bandit Posted August 15, 2015 Member Report Share Posted August 15, 2015 How about getting the programmers to make this stuff work instead of having to figure out workarounds like this one, which might as well be greek? No offense intended as I am appreciative of your efforts javis, just a little frustrated here. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 15, 2015 Report Share Posted August 15, 2015 In the newest update it works as expected. Tested in Houdini mantra , 3ds max Octane , Maya Octane Quote Link to comment Share on other sites More sharing options...
Member Time.Bandit Posted August 15, 2015 Member Report Share Posted August 15, 2015 Ok, I got it now. Thanks and sorry for the frustrated posts... Quote Link to comment Share on other sites More sharing options...
Javis Posted August 15, 2015 Author Report Share Posted August 15, 2015 How about getting the programmers to make this stuff work instead of having to figure out workarounds like this one, which might as well be greek? No offense intended as I am appreciative of your efforts javis, just a little frustrated here. Hey! Sorry, I guess I'm not getting email updates from this thread. Not sure why.Anyway, I tend to agree with you! While making this preset I had to jump through a lot of hoops, I tried to make it as easy to use as possible, and it is with the current situation. But it could be easier if modo were to natively support PBR. With that I'm sure in the future of modo this will be easier. Just wish it was sooner rather than later. [emoji18] Sent from my 710C using Tapatalk Quote Link to comment Share on other sites More sharing options...
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