PDA

View Full Version : Quixel suite color code map



Boris Goreta
10-22-2014, 04:58 AM
How can I produce a material color code map of my model for use with Quixel suite ? Basically this is an image with a different random color for every surface.

MarcusM
10-22-2014, 05:22 AM
By hand or bake ;]

Sensei
10-22-2014, 06:05 AM
Do you mean something like in this video tutorial?

https://www.youtube.com/watch?v=N4UuUaJbV18

You can make it once in life. Save nodes to file. And then import in different project.

Boris Goreta
10-22-2014, 06:10 AM
Yes, just like in this vide, but the colors need to be in UV space.

I would like to push a button and get a color coded map.

Sensei
10-22-2014, 06:12 AM
Yes, just like in this vide, but the colors need to be in UV space.

I would like to push a button and get a color coded map.

After setting up like in video use Surface Baking Camera or Batch Baking Camera (http://batchbakingcamera.trueart.eu)

Boris Goreta
10-22-2014, 06:16 AM
I know, but there really should be a button that does all this by itself and from within Modeler. If Quixel suite is a part of a workflow that should make things much easier. Would you be able to code such Modeler plugin ? For every surface define a radnom color and fill existing UV map with it.

stiff paper
10-22-2014, 06:17 AM
Well, I'm not completely familiar with dDo, but, maybe...

"Material Matte Pass" is 3/4 of the way down this article:
http://www.lightwiki.com/wiki/Multipass_Rendering_with_Filter_Node_Editors

Then use the Surface Baking Camera to bake to UV?

It's not one button. But you can save the nodes and reuse them...

Boris Goreta
10-22-2014, 09:31 AM
That works very well and it is not too much work. Just load a model into Layout, add DPoints pixel filter and this node network, setup surface baking camera and render color map. Thanks.

OlaHaldor
10-30-2014, 03:07 PM
I've done that, use DP pixel filter to make color ID map. Then loaded the model into xNormal to create ambient occlusion, normal and object normal maps.