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shader for Quixel

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Message 1 of 9
gomeslindsay
443 Views, 8 Replies

shader for Quixel

hello I have this file where I'm facing problems with achieving the level of detail the fbx has I have put a picture of what it is supposed to look like along with the file consisting of what I've done I get the results but not up to its mark I am not sure where I am going wrong if anyone could help

thank you 🙂

https://we.tl/t-frMpy9Qici

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8 REPLIES 8
Message 2 of 9
lee_griggs
in reply to: gomeslindsay

This is what I got. To be honest I prefer to use the high res scan data as it avoids having to use normal/displacement maps. Arnold can handle high res scan data no problem. If it is too heavy in the viewport just export it as a .ass file and load it in as a procedural.


1617862878474.png

1617862889389.png

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 9

I noticed that the preview you have on Quixel doesn't necessarily relates to what you get. I think there is a lot of post processing (sharpening) for those previews. Even with the High Poly + Normal + Displacement, I sometimes can't something closer to the preview.

Lead Enviroment Artist @Axis Studios

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Ciro Cardoso

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Message 4 of 9
gomeslindsay
in reply to: lee_griggs

thanks a lot lee Griggs will use the highly source but the result u got is brilliant it is exactly what I am looking for the results I get arnt bad they just don't have the detail u just achieved for example the lips don't appear in mine have no idea why what where the displacement setting u used in both the displacement node as well as the parameter tag if u could share the file with the settings u used that be great I want it to better understand displacement

Message 5 of 9
gomeslindsay
in reply to: gomeslindsay

also the range node for roughness is for what ?

Message 6 of 9
gomeslindsay
in reply to: lee_griggs

hey lee

im just working on a project and realialised even with the surface materials like ground material in specific it just doesn't come right or its just blows up on the plane surface or the displacement is just not active

Message 7 of 9
gomeslindsay
in reply to: gomeslindsay

@leegriggs

Message 8 of 9
lee_griggs
in reply to: gomeslindsay

https://myshare.autodesk.com/:u:/g/personal/lee_griggs_autodesk_com/ESRoCIRgpGFGp-dNaT2xxzABULPuUFZP...

The range gives you more control over the specular_roughness.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 9
gomeslindsay
in reply to: lee_griggs

hey @leeGriggs im working with 3d plants in Quixel I worked with LOD0 .obj files and kept for render and it literally took 7 hours to render 3 squares so then I re did the entire scene with a L0D2 .obj and it still takes as long to Render also the scene consist of a lot of plants like a garden any advice on how I can avoid the long renders

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