I'm considering getting the Quixel Suite but have a few questions.
What would be to workflow to render a similar result from what I see in 3DO in Maya?
I want to use Mental Ray or software rendering shaders like Blinn, PhongE and the like.
For example I can use the same IBL in Quixel and Maya, but what shader should I use in Maya to plug the DDO exported maps and get a similar look?
Where do I plug Specular and Gloss maps in a Maya Blinn shader?
Do I have to tweak the maps or are they good as they are exported from Quixel?
Thanks!
Replies
The version of Maya that I am using does not support PBR (as far as I know) so I use the calibration profile "Last Gen". Im not sure if Maya has implemented support for PBR in later releases.
I´m sure there are some people here on the forum though that could shed some more light on how to get the best results when rendering with maya.
I'll try that. Maya 2016 comes with a PBR shader called Stingray PBS but didn't try it yet. Anyone here did?
Anyway, I think you can't render that shader with MentalRay or Turtle renderers and that's what I need.
It would be nice from you at Quixel to add some tutorials about how to take what is made in Quixel Suite to popular apps like Maya and 3dsmax and get a similar result as in 3Do.