Is someone able to explain if it is viable to import the textures created in the Quixel suite into Maya?
And if so is there any chance you can write a small guide on what export should be used and how to add them correctly in maya possibly?
The reason i am asking is i am doing a school project i am wanting to create a small animation and would like to know if it is possible
Thanks in advance
Replies
yes it's totally possible.
It does depend though on what renderer you're using though regarding what maps you need to export and how they need to be balanced.
I've done many tests setting up the suite as generic pbr and exporting spec, normal, height, albedo, gloss for use in Solidangle's Arnold. I have to invert the gloss map to give arnold the 'roughness' map it wants, and my materials are not looking matched to DDO, but I haven't figured out the balancing thing.
It is absolutely possible! We´ve done several renders with V-ray. We´ve used "Uncalibrated" preset for the work since the V-ray profile is not yet available (hopefully next release).
What we have discovered is that you might need a bit more PUNCH to get the same results, but it´s usually possible to tweak in V-ray as well. You gotta find the balance that workds for you!
Tested anythign in Arnold to give suggestions on what (if anything) needs to be punched to match? Apologies if you have no arnold tests to speak of.
thank you Mr Ramberg.
Thank you that would be great .
Think you can explain what slots they go into when importing them into maya if you dont mind?
Thank you again
Hi Eric, have you been able to find out the List for maya?
Sorry for asking again, But my project needs to be rendered in 4 days to hand in and i am clueless now.
Albedo —> diffuse, specular color —> specular color, Gloss —>Glossy (but only the red channel since it only accepts one value. Normal —> bump map (There is a setting if you want to use it as normal map instead). Displacement —> shading group, there is no slot to connect the displacement in the shader i maya, but each shader connects to a shading group, there you can make overrides and such, in that there is an input for displacement textures.
Hope this helps some!
I really encourage you to specify which of maya's renderers you're using.
is it maya software, maya vector, mental ray, i ray, arnold, vray or renderman?
The answer from Eric will vary greatly depending on which one you're using, what works for one won't work for others. Eric, were you quoting arnold there ? Correct me if i'm wrong, but arnold don't have glossy, but it's mirror oppositel, roughness
Argh this is very confusing without visuals , i tried the dx11 shader it works ok but i cant get the results like in 3do. Is there any chance you can supply some screens shots of the slots used for the V-Ray Settings?
Thanks again
No one's going to be able to help you make an image unless you can articulate what you're doing and what you're working with. You should supply your own screenshots.
Can you tell me what's anatomically wrong about the biped in my sketchbook? or post up a guide on how to to get it correct? Hope you can see the point i'm making.
My knowledge with this kinda stuff is limited as i cant learn from reading.
I am not sure how to add the gloss to it.
Quixel
maya Dx11 Shader
I was wondering, i was looking at buying Marmoset Toolbag 2. Would this help me better instead since it is 30% off atm
looking at your image, you'll neeed to post your shader settings and input textures too,. and explain the lighting setup. i've not played with the maya shaders you're using, so don't know offhand what input options you have.
if you can't find gloss, look for a specular roughness input, roughness is the opposite of glossiness.