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3Do Painting brushes are not showing

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Hi, I have worked with quixel with no issues but suddenly it's not showing these brushes in painting mode. Could you please help with that. Thanks.

Answered: Super slow Mixer Ver. 2018.1.14 stutter and hanging

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Hey,
Just want to report a bug with the new mixer version 2018.1.4
No idea what is going on but the new version is like 10000 slower than the previous one, changing a simple Albedo color makes my PC stutter and hang... there is just no way to work like this, no matter if i add a texture or if change something, everything is super slow.

Since this wasnt a problem in the last version, is there any way to download last version ?

Mixer, 3DS Max/VRay 3.6 Workflow

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Please, is anyone in a position to help me with the following, Quixel Mixer to 3DS Max/VRay 3.6 workflow issue, I have recently subscribed to Mixer and worked through their tutorial, 'Quixel Mixer-Workflow Primer', which is very good. So I have created my own material in Mixer by blending together several scans until I got a decent looking material in the viewport of Mixer. The settings I used were a Working Resolution of 4096 and a Specular PBR Workflow.  Then in the Export section I exported six maps, Diffuse, Specular, Gloss, Normal, Displacement and AO,  I did not add any maps or delete any from the export map list, these were the maps that were there by default when I hit on the export button (Roughness was there as well, but it wasn't enabled). So I just hit the 'Export  6 Maps' button, and I ended up with a folder with 6 maps in. This is where my problem starts, now I take it you have to assign these six map to the appropriate maps on the VRayMtl. Now obviously (I think) the exported diffuse map gets assigned to the VRayMtl diffuse channel, and the exported displacement to the VRayMtl displace channel, and the exported normal map to the VRayMtl normal map, but the other 3, Specular, Gloss and AO don't seem to have any direct connection. (you can now see my level of knowledge about this). I have spent countless days assigning exported Mixer Maps into VRayMtl Channels, but cannot get anything that looks like the material I created in Quixel Mixer.
I realise I'm obviously not doing something right, I've possibly missed out a complete step (or two) as I seem to be completely wide of the mark at the moment, so if any one would be able to confirm to me where the 6 exported maps from mixer live in the VRayMtl I would be most appreciative, maybe I don't have to use all the maps at the same time, I'm not sure. There doesn't seem to be any info out there, for beginners at least that bridges that gap between Mixer and VRay. So if any kind folk can assist, that would be really fantastic.

Many many thanks

V Crew


Answered: Megascans Studio / Layer blending question

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Let's say you're trying to author a 4x4 or 8x8 concrete surface for large architectural objects by mixing a big set of layers from 1x1 or 2x2 scans. The main problem you have to solve is repetition. In PS, it would be a fairly simple (but somewhat irritating in terms of mask syncing between different PBR map sets): you'd just render out some tiled noise (e.g. Clouds), push the constrast of it as necessary (e.g. almost to black and white point, creating sharp islands occupying roughly half of canvas area), and use the result as a mask for a layer. Then create another mask for another layer on top, and so on, and so on. You'll very quickly hide any repetition that way. And if you want to hide repetition with just one source image, you can just offset and rotate it's copy, and blend it in using the same kind of independent noise.

With Megascans Studio, you have a bit of a problem trying to get the same result. There are two ways to blend layers: one is to use the scanned height, and another one is to use height noise. The first method is immediately out - since the height data for all layers is exactly the same for all tiled cells, the end result would be exactly the same on every tile, keeping the repetition fully in place. Height noise has a bit of an issue, though: it's hard to blend layers using large, low-frequency islands without introducing huge hills into the height and normal maps. A surface for something like a concrete wall should be almost perfectly flat, but any height noise intense enough to punch through scanned height with low-frequency tile independent features will also introduce huge low-frequency bumps to all maps.

Is there a way to blend layers without distorting their height, basically masking them away without pushing the height at all? 

Megascans Bridge + Live Link + UE4.19 - Material Warnings & Vertex Brush not working

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Hi to everyone,

I started to use Megascans assets with the UE4. I have two troubles which i would like to understand how to solve them:
1- After exporting surfaces from Bridge to UE4 (Megascans plugin), on the material instance editor i always receive these warnings.
Why? The preview flickers while rotating the camera. I saw some Quixel tutorials but it still there.


2 - After blending two materials with Megascans plugin feature the Vertex Painting doesn't work at all. I tried change the RBG channels but nothing.

I followed the documentation but nothing. I think it's a bug. But i'd like to know other opinions.

Thanks.

Best

Tarek


EDIT: I discovered that if i check Displacement Offset the object within the material become to flicker like a strobe.

Megascans Unreal Plugin

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Having some problems installing the plugin on 4.19.

Tried on 2 different machines, and keep getting an error that says "Please Close Unreal Engine before installing the plugin".  But Unreal Engine is NOT running.  The Launcher is Not Running.  Can I just download and install the plugin from github like every other plugin?

Megascans Studio wont unzip assets

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Hi everyone. For the first time I have installed Megascan Studio. The problem is that: when I select the folder to unzip my model, asset it starts but it remains still without doing anything as in the attached image. Nobody had this problem? I use Megascan Studio 0.917 and Windows 10. Nobody could give me any advice?

Answered: Why Quixel Suite?

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Hi everyone. This is a sincere post. I've mostly been using Substance Painter and recently discovered Quixel Suite 2 and the new Mixer (looks amazing!). I'm wondering, are there any main benefits to using Quixel Suite vs Painter? I'm not trying to make this a "which is better thread" - but more so looking to understand what Quixel Suite can offer that Substance perhaps cannot?

A couple questions off the top of my head, because I haven't found a good way to do this in Painter. 

1. Is it possible to take any brush and paint normal detail with the Suite?

2. If adding height details with an alpha, or equivalent, can you apply procedural masks with good results if the detail was already baked to the normal map? -- I guess this question is irrelevant if you can easily paint on the normal map?

3. Because the Suite is inside Photoshop, does having more RAM become more beneficial for performance vs a high end GPU?

Thanks!

Tessellation not showing in quixel mixer editor

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Hey guys,

So I installed quixel mixer and I opened the tiles sample preset but for some reason its flat no tessellation found and no idea what am I suppose to do, however, at work it works perfectly, so someone encountered that problem before?

Cheers!

Unreal livelink is broken

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Since the last update everything exported from Bridge is displaying with a grey texture in Unreal. I'm using the latest editor build 4.20.1, I've tried reinstalling bridge/livelink and this is happening in new empty projects...

Answered: Masking tool/option on layers?

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Wanted to mask out some areas on the brick from another material but I don't see any masking options at the bottom or anywhere for that matter where I can custom paint out different areas. Anyone have any idea if they are still here and if I need to activate them somehow or did they get removed? I saw them being used in one of the Quixel video, 2018.1.2 beta was being used it seems.

Answered: Updating OBJ - 3DO Losing link to project - HELP

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Hi there

Sorry if this has been asked anywhere else, Ive been searching to see if anyone has had a similar problem but i haven't came across anything.

So I have been texturing my asset using Quixel suite and i am now coming towards the end of the process. However i noticed i was missing a small part of my mesh. So all i have done is gone back into 3D Studio Max and attached that piece of mesh to the main asset i have been texturing then re exported the OBJ. The obj name is still exactly the same and the mesh also as the same naming convention. 

So once i have re exported it and overwritten the OBJ which is in my DDO project location, i go into Quixel and hit the re import button which then re imports my new mesh. I also hit the 3DO refresh button in the bottom right just to refresh my 3DO window (I even do this after a Quixel restart) 

But the main problem now is that my mesh in 3DO is still hanging on to my old obj and has not updated. I have tried manual loading in the new mesh in 3DO which works and brings in the new mesh but then it looses the connection to Quixel and goes all default grey and i cant paint or texture on the object. 

This is really starting to frustrate me now and i would greatly appreciate if someone could help me out and maybe point anything out to me i am doing wrong.

Thanks

Answered: Emissives?

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I saw that the suggestion thread is closed so maybe this post doesn't belong here, but I'd love the option to add emissive maps. Would be cool to make some bio-luminescent liquid for some fantasy settings. Currently it's not impossible by just saving a separate project and converting all the albedo colors into masks, export the material set and then adding it into the albedo of another map, but it seems like the process could be streamlined quite a bit.

Answered: Mixer quirk/bugs?

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I'm running into some quirks (maybe bugs?) and would love some better understanding. Sorry in advance if any or all of this has already been covered.

1. When making a set of materials for landscape, I've found that after I export a texture set and load up another, more often than not the Mixer stalls during opening. This doesn't bother me too much because Mixer loads very quickly, and I can just select which material to load, but it isn't ideal.

2. I see a lot of tutorials referencing the alpha masking but I just updated my Mixer today and still haven't seen those buttons on the bottom. Is it in Beta and hasn't dropped yet? I haven't been following the news too much. ( I'm using Quixel Mixer 2018.1.5.1 )

3. I can't seem to input a value that begins with a decimal point. I can type the number and then edit with the decimal point before the number, but no matter how many times I hit the key, I can't begin an input with a decimal.

4. The "export maps" button doesn't show up unless the Mixer is in full screen. I often don't use full screen mode for a couple of reasons but regardless, I'd love to know if I'm doing something wrong or it's just a quirk/ bug. Worth mentioning: it's hardly a pain but seems worth mentioning here.

5. Is there no undo/ ctrl + z option? Maybe "undo" is a different hotkey?

6. When I hover my mouse over the buttons, I don't see a pop up that displays the name of the button. I occasionally confuse some of the symbols and without knowing the command for "undo" I've found that this just slows my work down from time to time.

Answered: Megascans Customer Unfriendly Policy "delting your bought points"

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Hey @ all,
After being a megascans customer for 3 months "4K subscription" and actually happy about it... I quickly realised again, after beeing alreday through the whole Quixel Suite V1... Not working at all... full of bugs drama, that quixel is not at all customer friendly.

After 3 months i stopeed to subscribe megascans becasue there was simply no new content and the old one didnt fit my project at all. After ending the subscription i tried to download 1 texture... NOPE not possible, even my account has around 200 points. After contacting the customer support of quixel, they simply explained to me... Since im no longer a subscriber  I CAN'T ACCESS my points for which i have PAID and the best PART about it is... They probably going even to DELTE my POINTS.

Quotation:
"As per our policy, the unused points get locked and eventually deleted once a subbscription expires."

Wow... thats amazing customer friendly! To actually rob the customers that are supporting your business!
So i need to keep my subscription even the current content is not fitting my needs cause you guys are going to delete my points? Since like 6 weeks or even longer there was no update on the megascans content... So you guys are actually just forcing me to buy things i dont need or to keeo up my subscription forever in the hope the next content update is eventually fiting my needs? I have just no words for that!

Im asking here right now for a solution! Please change your customer unfriendly politics! this is just sad...
I make sure i will spread the word around all the forums, cause i simply cant tolerate something like this, at all. And i also dont like to see other customers being trapped like that.
Im also thinking about to contact paypal for refunds.

There is just no reason to force your customers not to pause a subscription, there is just no reason to delete your customers points! At all! there simply is no reason!

Important Bridge Unreal Export

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If you are using Perforce, don't forget to checkout the megascans directory in Content before exporting....

Answered: 3DO does not show mesh

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Whenever i try to import my mesh into DDO and try to use 3DO to preview it nothing shows up. The weird thing is that it worked one day and stoped working the next. I tried both fbx and obj. The fbx doesn't show up and the obj says the mesh group name is different (even though nothing was changed except for the file type to export) so the materials won't link.

Something to note is the maps I plug into DDO is from the maps I baked in Substance Painter. I don't know if that does anything.

Some extra information:
* Tried changing the baked maps from png to targa
* Having the fbx settings be the same as the one from the Mesh Preparation Video
* Having the obj settings be the same as the one from the Mesh Preparation Video
* Disabled all the maps
* Works with a basic cube, anything else either doesn't show up or looks triangulated with half the faces cut out.

Also a strange bug with DDO where if you use the reimporter to many times or with an obj I cant go back to the reimport menu.

I spent half a day troubleshooting so any help would be very helpful. If there is anymore information I can give you just let me know.

How much scaling is too much?

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Generally speaking, when establishing scale in your scene for Unreal Engine 4, how much scaling is too much for the Megascans assets? For the rocks in general? When I import a rock asset (or any asset) the scale is set to 1. How much scaling is too much? I’m worried I might lose detail if I scale too high.


Unreal Issue with 3d model export

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Material is not applied - have to manually check "Build Adjacency Buffer" and click Apply Changes on LOD to fix

Unreal and Bridge LiveLink error

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Hi
I'm trying to setup a LiveLink for Unreal 4.20 with Bridge.
I get the following Error " Could Not send data over port 13428 " when trying to install.
The Export says successful but then the mentioned error show up.
I think that is why I don't get the "Green M" button in Unreal.
I've set dir. to E:/Games/Epic Games/UE_4.20/

What do I miss ?



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