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It is a complete offline setup of Octane Render 4. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment.

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COM is our file hosting service, please support us to maintain service by becoming premium membership. We will check and update new download links ASAP! If you're doing a metal, or if you want to use anisotropy, you'll need to change the BRDF Model to something other than Octane.

I usually pick GGX because it tends to work better for metals. I haven't figured out a good, concise way to really explain BRDF models in layman's terms, so just know they are different ways light is calculated when it hits a surface. If you're not doing a metal or anisotropy, you can leave it on Octane. On the right, under Texture, there are fields for Asset and Channel. From here on out, we're going to go into the Node Editor because it's easier to understand and is less clicking around.

So let's hit the Node Editor button and get to work. Well, at least it's shiny now. That's because the Universal Material defaults to 1 in the Metallic channel. This is going to get overridden anyway when we pipe in the Metallic map anyway, so let's not worry about that for now. Next up, we're going to disconnect the Displacement node so we can work faster and also see what we're doing.

Now we're getting somewhere. What came over from the auto-generated material was a Base Color map correctly routed into the Albedo channel , a Normal map correctly routed into the Normal channel , and a Height map which is for both Displacement and Bump.

If you click on any of the Substance Shader nodes, you'll see which channel they're set to. Cross Brushed Copper generates 9 maps. Of those, we're going to ignore three of them right off the bat. Octane doesn't support Diffuse maps other apps and engines do, which is why they exist at all.

It also doesn't use Glossiness maps - it uses Roughness instead. Octane doesn't support AO directly - we can use it with a more advanced setup using the Curvature node or multiplying it into the base color for the Albedo channel , but that's out of scope for this guide We're going to use the Base Color, Normal, and Height maps that came standard with the conversion, and then also the Specular, Roughness and Metallic maps.

Currently we only have three Substance Shader nodes. We need six - one for each channel. This part's a little annoying. First off, there doesn't appear to be a Substance node in the list on the left or in the search. To get one, you either have go into the Texture dropdown in the options for the Channel you want and find Substance Shader at the bottom, and then it magically appears in the Node editor, or you simply copy one that's there.

If you copy one, it immediately loses the link to the Substance for some inexplicable reason. The best way around this seems to be to just duplicate the node as many times as we need again, we want a total of six here , and then select the new ones, and drag the Substance from the Substance Asset Manager into the Shader's Asset field.

Then we need to go through them one at a time and choose the correct channels in this case Specular, Metallic and Roughness.



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