Ugh I've been wracking my brain trying to come up with results like those in your pictures. You got any money shots of the node setups of your materials? EDIT IM AN IDIOT AND SHOULD READ THE ENTIRE THREAD. Ignore my post!
how did you fix the tangent space? i put a normal map node and lowered the strength but its still somehow awkward, isn't there any good material setup for cycles? How come i did not find any setup that matches the marmor set when cycles is actually closer to real lightning than ms.
In Xnormal, have you got the normal map swizzle set to X+Y+Z+ and the 'compute binormal in the pixel shader' box checked for the MikkTSpace tangent space calculator plugin? (You also need to check this box for UE4 and Marmoset MikkTSpace.) You can use normal maps that have a X+Y-Z+ swizzle if you pop in an RGB curves node…
I will check tomorrow how exactly the color gradient map needs to look (which color represents what direction). I think its possible to make a material out of nodes, no need to put it together in PS.
this is how i set up my gradient map(baking emision) I still did not achieve a desirable render with cycles, tried the quixel node group that i found somewhere on the forum.
Some kind of nice workflow between Blender's Cycles renderer and DDO would be a god send. I know were going from PBR to raytraced complex materials and that is a major pain, but it would be amazing if there was a preset within DDO and a blender node setup that would simply involve us plugging in the textures and having the…
Thanks for the thread and focus on a blender-quixel pipeline. For me, was some confusion with understanding the differences in legacy to suite, example... The (awesome(older) tutorials one being the chainsaw. With legacy ddo, the .fbx file was in place to import into blender and add materials to your project. With quixel…