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Gloss Maps

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Where does one plug in a Gloss map when using Maya 2018, also using Mental ray for renders.

Answred: Questions on old hardware

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Hello Q team,
 I have a few questions regarding your suite. I have an old laptop ( no plans to upgrade atm) I use for my hobby needs with HD integrated graphics (everything I need runs fine so far). I have downloaded the trial and while I'm oblivious to most of the suites uses, I have been impressed so far with it's ease of use. I downloaded this because I needed ndo2 to produce normal maps and that seems to work fine on my machine with photoshop cc5. 3do crashes but I'm fully aware it's because of integrated graphics. I'm not sure if dDo or megascans works because I don't have a use for them atm. So my questions are:

1. Which tools work on intel hd3000 ? NDo works (I get that there's no official support)
2. If only ndo2 works, do I have to buy the whole suite for this 1 tool ?
3. Should I consider the legacy version ? Will I give up better normal maps with the legacy version ?
4. Any unofficial optimizations you can share to  run on integrated graphics is appreciated.

Certain groups of mesh showing up see through?

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So uploaded my groups to Ddo opened 3DO and parts of the floor of this temple I'm building are see through almost to the point where it looks like they are gone?

Answered: Can we expect the new Mixer version with the masking painting tools this months ?

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Hello I saw few videos showing the masking tools and those looks great, can't wait to try it.
I  know the reveal is for GDC but can you confirm the update will be online as well at that time and not 6 months later ?


Thanks

What are you working on? (Quixel Suite edition)

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Hey guys!

Now that the holidays are basically over and everyone is slowly returning to work again, I'd like to start up a thread just for us Quixel users. What are you guys developing these days? I'm actually entering into the Trek vs Wars contest for fun, with a Type 2 hand phaser - rendered in real-time with 3DO.

I'll kick off this thread. Show us what you're up to! :smiley: 






Quixel 2.3.2 not launching?

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I've now reinstalled both quixel and photoshop three times, photoshop launches fine by itself, however quixel will not load up. I click on the icon, it shows loading but never shows up. I've closed photoshop then opened it up as Admin then closed out and tried running quixel again and still no luck. 

Megascans - 3DS max plugin

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I've got the plugin working with a demo version of redshift - as we export the final product into a custom real-time application, so I don't need a fancy rendering engine inside max itself.  I presume it's possible to create our own script for exporting specific maps?

Has the plugin not created a cutom GUI item or do I have to evaluate the script in the editor everytime on startup??

Talking of GUI - the drop down menus all appear blank until you click on them, so you don't know the current settings without going through each one individually.

If the original maps are all 8K say, is it not possible to specify other sizes before importing?  I can see this can be done in Bridge but I was hoping it could be done in the plugin also??

Answered: Megascans Bridge constantly crashing on open

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So I'm desperately trying to test out the megascans apps and assets and seem to be hitting issues with it along the way.  Currently I've got bridge installed and running with the free assets downloaded and visible but if I try to import my own asset it crashes and then instantly crashes everytime I open bridge.  A fresh install fixes this but I really need to be able to create my own assets.  Again if I try import and then click on "Albedo" say but then have to cancel because I realise I'm missing a needed file, it crashes and a fresh install is again needed.

Answered: Quixel just keeps deciding not to work

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Randomly, all of the sudden since a couple days ago anytime I try to open Quixel it refuses to open, it just opens Photoshop but not Quixel. Why is this happening?

Edit:Now it is working...Sometimes it works and sometimes it doesn't, its really weird

Normal details not showing up on model in 3DO?

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When I normal detail a building I made the details show up on the normal in PS but not in 3DO.



And for some reason I get a message saying the above, but I don't have anything wrong with my UVs...

Quixel Suite 2.3.2 - Incorrect Color Profile

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Hi,

I'm having issues with the color profile in my Quixel Application. Whenever using NDO or DDO, the UI elements that are supposed to be "white" come off as a cream color, as well as textures or anything with a "white" color. I'm not sure what color profile the app refers to that's causing this and there doesn't seem to be any obvious setting or preference I can adjust to fix this. My Photoshop's color profile is correct - by that I'm seeing correct colors and color ranges (white is white and black is black). But perhaps I'm using an incorrect setting profile that's throwing the Suite off? Any help or insight on solving this issue would be great!

Answered: Exporting issue

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When I open the export window all of the options are gray out.

Answered: DDO to Maya workflow question..

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I'm quite confused on which maps are required for Arnold render for it to look similar to what I'm seeing in 3DO.. Anyone maybe could give any tips or recommend some kind of tutorials or their own experience on which maps are needed and where do they go in Maya for Arnold Render.. Sorry im still quite new to this..

Answered: Reimporter UI won't open

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I've been having a number of issues centred around my Ddo project when I come to reimport input maps. When I came to update my material ID texture I wrote over the existing .targa file (leaving the quixel generated png alone), I then opened my quixel project and attempted to open the reimporter to update the texture but the reimporter UI does not appear when I press the reimporter button.

In order to work around this issue I've had to create a new project from scratch and copy my PSDs from the old project into the new one. But the issue has happened across several projects that I am working on currently and is stopping me from being able to complete my work.

I've also had another issue in that when I've managed to bring my PSDs into a new clean project where the reimporter does seem to be functioning I have been unable to mask more than one colour using the "Mask Layers to IDs" function. I've tried multiple combinations of different colours in the ID mask and can mask any single colour but as soon as I ctrl click to mask a second it replaces the first colour mask, masking just a single id at a time

I am hoping you can help me get to the bottom of this as it is severely blocking me and I am up against some pretty tight deadlines.

Answered: Disable the startup splash screen?

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It's a nit picky detail but it'd be nice if one could disable the startup splash screen when launching the quixel suite. Haven't been able to find any info on how to do this online.

Thanks!

Answered: How can I trigger a retry for subscription payment?

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My payment for April was not processed successfully due to low balance on a debit card I used with Megascans. I have since topped it up, but I don't know how to trigger another billing attempt on Megascans side - the only option the portal provides is updating the payment information, which seems to affect nothing (no test charges, no subscription charges land on the card after). My subscription is listed as "Unpaid" at the moment, and I'd really like to rectify this.

Answered: Megascan Decals into 3DS Max for Vray

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Is there a way to import Megascan decals directly into a 3DS Max scene? 

Also, when I export the decal via Bridge for Vray, I get the Bitmaps, however the decal doesn't have an alpha to allow me to use it within 3DS or even Photoshop. Is there an export setting in Bridge that will allow this? 

Cheers

Answered: Differences in Gloss Reflectance values between XML file and Photoshop?

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So I've been studying the XML files for Quixel/DDo's Materials, and I've noticed that while all other values entered in the respective XML files are respected upon import in Photoshop, the Gloss values are always a little off.

Examples:

C:\Program Files\Quixel\SUITE 2.0\script\presets\Materials\Basic Materials\Construction\Asphalt_-_Dark.xml - Gloss Reflectance Hex 2A2A2A / RGB 42.42.42
Photoshop/DDo - Hex 252525 / RGB 37.37.37

C:\Program Files\Quixel\SUITE 2.0\script\presets\Materials\Basic Materials\Metal\Aluminum_-_Foil.xml - Gloss Reflectance Hex CCCCCC / RGB 204.204.204
Photoshop/DDo - Hex CDCDCD / RGB 205.205.205

And so on, and so forth. It seems to result in bigger differences the lower the Reflectance value is, so I assume some kind of adjustment curve is applied somewhere. It also does not seem to happen with Custom Materials, only the built in mats. So what gives? :D

Answered: Imported mesh displaying forcibly smoothed surface normals.

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I'm working on a mesh with several pieces that doesn't seem to import correctly. I've had no trouble with numerous other meshes along the way and haven't adjusted my export settings at all. The meshes naturally require their original surface normals to display correctly, yet I'm unable to bring the full mesh in without losing them. Strangely, importing the meshes individually correctly loads those surface normals.

I tried exporting a triangulated version. Initially I thought I might have been experiencing different triangulation algorithms between Maya and 3DO.

I tried combining the models prior to export to in some way align the group names or something.

The model imports correctly into Maya, Modo, and into Marmoset Toolbag. Manually importing it into 3DO through the import tab doesn't fix it.

I tried making a new project without any pre-baked files just to check and the mesh still gets soft normals.

PS: I actually just figured out part of the problem but still wanted to see what sort of explanations I could get. I noticed that one particular mesh imported smoothed even when loaded in isolation. After exporting all of the other pieces as a group without that single piece, the full mesh loads correctly. Apparently if 3DO is unable to find correct surface normals for part of the mesh, it ignores them for all of the mesh. Both Maya or Toolbag seem to display that broken piece correctly whether imported alone or together with the full model.

Edit: Exporting the same mesh out of Modo did not solve the problem. Exporting the same mesh out of Marmoset Toolbag DID solve it. I have no idea what part of the file is being dropped in and out or why 3DO is the only program that notices.

Answered: Layers in gloss/normal/metallic PSDs disappeared

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After opening up a Ddo project I had been working on for sometime I found all my layers had disappeared in my gloss, normal and metallic PSDs. All the layers still existed in the albedo PSD and when viewed in the 3Do viewer there would only be the albedo with no normal map detail and only a flat specular value across the entire model. Because of a deadline I had to recreate all of my albedo layers to put information back into the other PSDs. I wanted to bring this to your attention in case this issue wasn't one that you were aware of and to ask if you have any idea what could have caused  this to happen.


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