Using Quixel Materials with Displacement in Blender
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- Опубликовано: 5 сен 2024
- Learn how to prepare your objects in Blender so that the Displacement Channel from Quixel Bridge materials is automatically created. This is a little complicated because Cycles can only render displacement with experimental features, and the object needs to have a subdivision modifier applied.
Written instructions: www.versluis.c...
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#Blender #Quixel #Displacement
thank you!!, strictly speaking it works without a modifier, the main thing is to turn on the experimental mode as you correctly said. I don't fully understand why I need a modifier if just "subdivision" is enough
thanks i didnt know all i had to do was set up the geomery and send it again. thanks for the tip
Nice tip, you can now also use displacement in UE 5.2 with Quixel assets now using a workaround discovered by mr3d-dev
THANK YOU
I believe displacement uses a single value, therefore there is no need for more than a single channel in the nodes.
The normal channel is plugged into Emission Strength, and the Roughness is plugged into Specular. This is incorrect, right? You need to manually change it so Roughness > Roughness and Normal Map > Normal
That bit was weird indeed, I was so focussed on getting the displacement I didn't realise this at first. I haven't checked the latest version of the bridge with Blender 4, perhaps they've fixed it by now.
Thanks for the video!
Suggestion - drop the background music. I want to hear you and not listen to a piano right now, sometimes it’s hard to hear you over it :)
I hear you! I need to find a way to record my voice and the music separately. Sometimes I stream 3D stuff and when things like this come out I think it's worth keeping, but the music can certainly get in the way.