When channel packing, put Roughness in the Green channel - it's going to be compressed with less quality loss in game engines. RGB goes for MRO (Metalness / Roughness / Occlusion). Also, we need a way to paint normal data. Currently only option to make a mask-stamp is with displacement enabled, but not normal data, which is... very odd. Looking forward to further development. Great job team Quixel.
Okay now that I finished watching it, a few thoughts, having not yet downloaded it myself: 1. I really like the clean and simple UI, it seems very non-intrusive and intuitive. (Edit: Having now used it, I hate how I have to compromise the viewport to access the material library which takes over the viewport, make it so that both can be visible at the same time, and allow for maximum viewport real estate.) 2. I hope to see baking support added to this, needing an external baker like Marmoset, xNormal, etc is cool but seems to make the process more convoluted (I'm sure Quixel must be used to Substance Painter comparisons by now because it's the major competing tool, and that tool has pretty good baking support already which is an advantage right now) and I didn't see it being mentioned in the roadmap alongside mirrored UVs and multiple texture sets. 3. I see megascans being mentioned a lot in this preview and I admit just how amazing a service it is for Unreal users to have access to such a vast library, but I hope we have universal access to a limited amount of materials, alphas, masks, imperfections, smart materials, etc without needing to eventually use Unreal or have an active Megascans subscription. (EDIT: Thank you, the blog entry answered this - "With over one hundred Smart Materials and Megascans assets now available in Mixer for free, plus direct access to the entire Megascans library for free within Mixer for all UE4 users, Mixer now offers you a best-in-class system for building your Smart Material library." ) Godspeed, Quixel and Epic, thanks for all your beautiful work and support on this, it truly means a lot!
Working through this with the current version, 2021. This one doesn't use Base Layers, so at 3:20 you import the maps with the Texture Sets Editor (under Window in the menu bar) and at 6:00 I think you need to select Base Map rather than Layer Map. It's more or less the same otherwise.
Quixel Suite was my favorite tool that allowed me the most freedom to get the best texture results I've made. When it was retired I reluctantly switched to Painter, and am hopeful to be able to switch back to Quixel. Cant wait to try it out.
I'm a Substance Painter fan, but it's nice to see Quixel with a proper visual interface with Mixer. The Photoshop-based solution never appealed to me, and felt too much like the olden days painting blind. Here are some ideas to make Quixel an essential tool, even for die-hard Substance users who would still find lots of reasons to add Mixer to their arsenal; 1. Artists need a way to paint using multiple texture sets on various objects which share one UV map. Utilize multiple texture sets (when available), paint model, and export back to one or more texture sets that either we define or are based on the unique UV sets in-use. The reasons for doing this are part of best-practices; reducing materials, saving VRAM, fewer draw calls, better FPS,, etc. This would be a HUGE feature and a major selling point, even for existing Substance Painter users like me. 2. Give us scene flexibility. Painter isn't all that flexible. If you need to add one component, you have to reimport the entire object where the painting is recreated on the existing items with the new component added. However, I would prefer to be able to add new objects, one at a time. Same with replacing objects. If for some reason I need to change UVs on an object or break an object in to its own UV set, let me do that with surgical precision on that one object. If I want to add a new component to a ship, let me add just that component without disturbing existing work. 3. Baking in program should be supported. As a first release, it makes sense to offload baking to other programs (some of which are free), but this should be included soon. 4. Create a series of export presets for various engines and renderers, e.g., UE4/5, Unity, VRAY, Octane, PlayCanvas (regular and GMAO), etc. 5. Create a show/hide toggle for individual meshes (and sub-objects) if possible. Any plans for in-app rendering such as IRay, aside from the PBR viewport? P.S. I like the spaceship! :)
Incredible update, downloaded it right away and I`m so happy about the new features that weren't present in 2019 version, now that it's possible to paint 3d assets is just crazy, thank you to the whole quixel team
@17:32 Bridge, Blender and Mixer being free. Indeed. There is no excuse for creating mediocre 3D art anymore. I have been waiting for this release for so long. Thanks to the Quixel theme for such a good software.
Its awesome to see another software that seems to be on par with Substance Painter and FREE. Always have loved Quixel, but you keep finding ways to win my heart.
Thank you RUclips Gods for recommending this to me. I didn't want to be reliant on Substance Painter after graduating class, so this is a welcome addition to being completely free from paid software.
Niminion Epic have been absolutely amazing to us, and we hope we can bring more and more value as we are integrating with the greater team. It’s such an exciting new time.
I'm not cancelling my Substance subscription yet, but I am definitely going to jump into the Mixer workflow. Hopefully it will replace my Substance workflow when it's on par. Thank you Quixel and Epic!
Thank you very much. I really would love to see the tutorial series like substance painter. The dedicated videos for each feauture. It really helps to learn an understand the program in depth.
I've never been able to create anyting with substance, so glad that Quixel came out with this treasure, it seems much easier and connected with the library , possibilities seem endless
As a programmer, this seems like a far more accessible tool than many of the other art tools I have seen. Rather than only having some large-scale but simplistic transformations available, and some specific but microscale transformations (like drawing paint at some location), this tool seems to bridge the gap by offering some "intermediate scale"-transformations: Each individual transformation is relatively simple by itself, but they can be combined to create a unique, complex look. This is not unlike how, in software development, different abstract algorithms and libraries are combined to solve specific problems. Or in other words, this tool seems to bridge the gap between "Draw some circles" and "draw the rest of the f*cking owl".
Looks very nice! One question though, would it be legal to texture Blender models with the free materials in Mixer and then to sell them on the Unreal Marketplace? I understand "free for use with UE4" like as long as the end result has to do with the engine, which would be the case for selling models on the Unreal Marketplace in my opinion.
This is looking really promising, once you add multiple texture sets support and hopefully UDIMs support it wold be really hard not to switch from Painter to Mixer, Keep up the great work guys!
Outcome 1: Mixer 2020 forces Adobe to remain competitive with Substance and not screw over its users, making both programs good options. Outcome 2: Adobe screws over their Substance users, but people can just switch to Mixer for free. Seems like a win-win to me.
Mixer is improving at a rapid speed. Just give it a few years and it will be more if not as powerful as Substance. Most importantly, it's FREE. Megascans Library, Mixer , Bridge, Twinmotion and monthly free assets from Unreal Marketplace. Let's take a moment to give a huge thanks to Epic Games. Quixel is rocking it when it comes to quickly implementing new features ( 3D Painting, Smart Materials and such) . Thanks a ton you guys!
多么巨大的进步,把一个几乎淘汰的软件整合进来在mixer,想出这个主意的人一定是个天才 What a huge progress, integrating an almost obsolete software into the mixer, the person who came up with the idea must be a genius
The mixer download on the Quixel page still downloads 2019.4, which needs to be installed before you can download 2020. Hopefully this gets updated soon. Anyway, thanks for making this awesome tool free for all!
Any plans to include the low/high baking that you did in Marmoset Toolbag into Mixer? Or is there a free program to do that baking with? It’s really the only thing holding me back from leaving Substance Painter.
Stefan Pahor Curvature baking (as well as position gradients and object space normals) is available in Mixer too-but this time, they’re actually being baked in real-time. We have plans on expanding on this.
Seeing THIS, one thinks - "boy, how antique and outdated the texturing tools in 3DsMax".... Having texturing tools with layering, with masking and seeing real time how it looks on the model is what we needed for decades!!!
Yes! There's tons of ways of creating great looking dirt that accumulates realistically across your mesh. The simplest way is to load a Smart Material-nearly all of them have some form of dirt as part of the layer stack :)
This is so cool, and the maps loads automatically in Blender, which is even cooler! Painter/Adobe no more, thanks for the great work Quixel, can't wait to see what will come next!
So here is the Big ?.... For those of us that Own Quixel 2.0 suite. Can we import all the smart materials included in that suite plus any we made into the new mixer as this would be very advantageous? And, where does mixer store our saved smart materials so we can do backups?
Hey Quixel, any chance for Mixer to also have bake tools in the future? This should nail the coffin on a certain competitor thats dealing with substances and eliminate having to use of additional software just to bake things.
Hello Quixel Team, Do you know if marmoset toolbag is the only software which is ok to export the id maps and stuf ? I try to find a way to do that with cinema 4d but it seems not possible... Anyway thank you in advance and thank you for this tutorial :)
If we use the free EPIC account, can we use Mixer and the Megascan library to generate new textures and use it for offline rendering in Blender? Will this break the EULA?
I believe it probably does because you're using the Megascan library FOR Blender offline-rendering, despite mixing "new" materials and using Mixer, you're still using the Megascan library which requires a subscription for everything EXCEPT the Unreal Engine 4. Why not try rendering inside UE4, then it wouldn't be an issue. It is free after all, (unless you create a commercial end-product with it, aka - game, film, etc) ;)
Does Mixer have the ability to Bake the maps? The Quixel Suite was able to Bake maps from input meshes. It would be ideal if Mixer was able to do this so a 3rd party program wasn’t required.
Somebody may have already asked this, but I'll ask again:) Is there a way to align a projected graphic (via the brush) to an object? For instance, so that it accounts for an angle? I don't know if I'm explaining this correctly. Like so that the graphic aligns to the normals....? Basically, if you can visualize the plane of the brush changing depending on the geometry your are hovering over.
Is it possible to add/paint custom normal detail? If no I would definitely miss that from Substance Painter. Also a shame it doesn't have it's own baker like SP does. Excited this came out tho, but if I have to rely only on HighPoly modeling and baking to get normals I personally would stick with SP, since it allows me to quickly add custom normal detail on paint layers affecting the normal channel. I hope if not now then soon it will be possible, as it's an important part of my workflow.
The love 3D artists have for scratched metal never seems to fade.
Well, mostly use to add realism.
@@callumaustin9567 Suit yourself
@@callumaustin9567 It's a public comment section, so a bit of context may be informative to some.
They be like "Oh this piece of model looks too pristine. Lets add some C H A R A C T E R to it."
@@mohitrahaman lol
I'm crying tears of joy rn
Video: "too dense to use in a game engine"
UE5: hold my billion triangles per frame.
Glad to see everyone is excited for this release! The team worked very hard to bring this to fruition! Let’s get mixing!!!
When channel packing, put Roughness in the Green channel - it's going to be compressed with less quality loss in game engines.
RGB goes for MRO (Metalness / Roughness / Occlusion).
Also, we need a way to paint normal data. Currently only option to make a mask-stamp is with displacement enabled, but not normal data, which is... very odd. Looking forward to further development. Great job team Quixel.
Good points - 100% agree Arise! ;)
But doesnt it depend from the compression method used in the final engine ur are using for?
you cant paint normal data in substance painter so why here ?
@@gambikules
Because this is not Substance Painter
Literally dropped everything to watch this and I haven't even started!
Okay now that I finished watching it, a few thoughts, having not yet downloaded it myself:
1. I really like the clean and simple UI, it seems very non-intrusive and intuitive. (Edit: Having now used it, I hate how I have to compromise the viewport to access the material library which takes over the viewport, make it so that both can be visible at the same time, and allow for maximum viewport real estate.)
2. I hope to see baking support added to this, needing an external baker like Marmoset, xNormal, etc is cool but seems to make the process more convoluted (I'm sure Quixel must be used to Substance Painter comparisons by now because it's the major competing tool, and that tool has pretty good baking support already which is an advantage right now) and I didn't see it being mentioned in the roadmap alongside mirrored UVs and multiple texture sets.
3. I see megascans being mentioned a lot in this preview and I admit just how amazing a service it is for Unreal users to have access to such a vast library, but I hope we have universal access to a limited amount of materials, alphas, masks, imperfections, smart materials, etc without needing to eventually use Unreal or have an active Megascans subscription. (EDIT: Thank you, the blog entry answered this - "With over one hundred Smart Materials and Megascans assets now available in Mixer for free, plus direct access to the entire Megascans library for free within Mixer for all UE4 users, Mixer now offers you a best-in-class system for building your Smart Material library." )
Godspeed, Quixel and Epic, thanks for all your beautiful work and support on this, it truly means a lot!
SUBSTANCE IS DEAD GO SUCK IT ADOBE
@@h3ftymouse are you telling me that this is ready to compete with painter? no man
@@dasnico13 No, it will probably never be as good as painter, but it's cheaper as you get tons of assets too.
OMG, I have never been so excited for a programs release!
me too 😭☺️
Omg.. I'm literally crying now... That's absolutely fantastic! Epic! Thank you Quixel team for putting together such an amazing tool for us!
Working through this with the current version, 2021. This one doesn't use Base Layers, so at 3:20 you import the maps with the Texture Sets Editor (under Window in the menu bar) and at 6:00 I think you need to select Base Map rather than Layer Map. It's more or less the same otherwise.
Thanks man, appreciate the help. You're the only comment I found who addressed this issue. :)
Oh wow! Can't wait to do some tutorials for this.
Can’t wait bro
Can't wait to see what you come up with! :D
I'll be waiting 😍
THANK YOU EPIC GAMES! THANK YOU QUIXEL
Also, guys, spread the word, this is a future standard!
Quixel Suite was my favorite tool that allowed me the most freedom to get the best texture results I've made. When it was retired I reluctantly switched to Painter, and am hopeful to be able to switch back to Quixel. Cant wait to try it out.
foist you stayed frosty, and it payed off!
His first minute of explaining how to prepare a model - explained more to me then 90% of "model a spaceship" tutorials on youtube...
Thank you Quixel for an alternative to Adobe!
Years waiting for this moment. Thanks guys!! now to work it ...
I'm a Substance Painter fan, but it's nice to see Quixel with a proper visual interface with Mixer. The Photoshop-based solution never appealed to me, and felt too much like the olden days painting blind.
Here are some ideas to make Quixel an essential tool, even for die-hard Substance users who would still find lots of reasons to add Mixer to their arsenal;
1. Artists need a way to paint using multiple texture sets on various objects which share one UV map. Utilize multiple texture sets (when available), paint model, and export back to one or more texture sets that either we define or are based on the unique UV sets in-use. The reasons for doing this are part of best-practices; reducing materials, saving VRAM, fewer draw calls, better FPS,, etc.
This would be a HUGE feature and a major selling point, even for existing Substance Painter users like me.
2. Give us scene flexibility. Painter isn't all that flexible. If you need to add one component, you have to reimport the entire object where the painting is recreated on the existing items with the new component added. However, I would prefer to be able to add new objects, one at a time. Same with replacing objects. If for some reason I need to change UVs on an object or break an object in to its own UV set, let me do that with surgical precision on that one object. If I want to add a new component to a ship, let me add just that component without disturbing existing work.
3. Baking in program should be supported. As a first release, it makes sense to offload baking to other programs (some of which are free), but this should be included soon.
4. Create a series of export presets for various engines and renderers, e.g., UE4/5, Unity, VRAY, Octane, PlayCanvas (regular and GMAO), etc.
5. Create a show/hide toggle for individual meshes (and sub-objects) if possible.
Any plans for in-app rendering such as IRay, aside from the PBR viewport?
P.S. I like the spaceship! :)
Incredible update, downloaded it right away and I`m so happy about the new features that weren't present in 2019 version, now that it's possible to paint 3d assets is just crazy, thank you to the whole quixel team
This is literally the #1 thing I wanted from this program, long live Quixel!
I guess I am late to the party but see this video, my heart just ran away with joy... I have really waited for this day and Quixel is the best....
Amazing. But you should add a baking functionality really soon.
ya because ToolBag is not for free so the whole "its free" talk is bs, as long 1 program in the chain is still costly.
@@PrefoX right, you know the other free program they mentioned does bake, ruclips.net/video/0r-cGjVKvGw/видео.html
@@PrefoX You could still bake textures in blender. But it's a painful process.
X-normals bakes are very nice
Bake in substance then export to mixer :)
wow that's actually bombastic!
Oh hello there
@Sycka Fruck General Kenobi
After Adobe bought Substance Painter (and I *** hate Adobe) I hoped for a new similar tool... and this is awesome! Many Thanks!
Just use 3d coat. If you what to see a cool result from 3d coat, look at Metro Exodus =)
me too!
OMG!!! Thank you! Thank you! Thank you sooo much ....!! literally crying with joy tears
Thank you guys. I got so sad when Adobe bought Substance, but now? I'm very excited. Excellent stuff, can't thank you enough!
oh yes oh yes :) looks like its time to dive into this and get back on the ol' tutorial train baby! wooooooo!
Please do, we're gonna be waiting super hard!
This tool shall be invaluable for Unreal workflow, can't wait to see what you do with it :)
My good man Simpson, we have waited patiently for this hour to draw near. We thank you.
Yay!!! I miss your tutorials!
@17:32 Bridge, Blender and Mixer being free. Indeed. There is no excuse for creating mediocre 3D art anymore.
I have been waiting for this release for so long. Thanks to the Quixel theme for such a good software.
Its awesome to see another software that seems to be on par with Substance Painter and FREE. Always have loved Quixel, but you keep finding ways to win my heart.
Thank you RUclips Gods for recommending this to me. I didn't want to be reliant on Substance Painter after graduating class, so this is a welcome addition to being completely free from paid software.
I've been waiting for this for months now ever since the announcement, been using the beta for months now fantastic piece of software
Did humanity did something right, to deserve such an amazing softwares. Great job lads
You guys are killing it! I hope the Epic partnership is as good for you guys as it has been for us lately!
Niminion Epic have been absolutely amazing to us, and we hope we can bring more and more value as we are integrating with the greater team. It’s such an exciting new time.
Josh Powers is the most badass name I've heard in a while
Lol, true !
My eyes fill with tears. Thank you for this amazing tools Quixel!!
You guys are ROCKSTARS ! You gave us so much ! I can't tell how much we love you !
Very exciting! Are there any plans to include projection painting?
Congratulations on the launch! Still gonna test it soon, but from what I've seen I think Mixer will become my new main texturing program! :)
I'm not cancelling my Substance subscription yet, but I am definitely going to jump into the Mixer workflow. Hopefully it will replace my Substance workflow when it's on par. Thank you Quixel and Epic!
Thank you very much. I really would love to see the tutorial series like substance painter. The dedicated videos for each feauture. It really helps to learn an understand the program in depth.
This is the easiest and one of the most advanced program for modelling and texturing. And free for everyone! That's just awesome.
yeaaaaahhh the wait is over the holly grail of texturing is finally here SP here we come
Incredible stuff - anything from Quixel is borderline workflow magic...
Oh hell yea been waiting for this one 👊🏿
Looking forward to use this. Its definitely gonna make my workflow a million times better.
I've never been able to create anyting with substance, so glad that Quixel came out with this treasure, it seems much easier and connected with the library , possibilities seem endless
As a programmer, this seems like a far more accessible tool than many of the other art tools I have seen.
Rather than only having some large-scale but simplistic transformations available, and some specific but microscale transformations (like drawing paint at some location), this tool seems to bridge the gap by offering some "intermediate scale"-transformations: Each individual transformation is relatively simple by itself, but they can be combined to create a unique, complex look. This is not unlike how, in software development, different abstract algorithms and libraries are combined to solve specific problems.
Or in other words, this tool seems to bridge the gap between "Draw some circles" and "draw the rest of the f*cking owl".
We've come full circle. Amazing work!
Hell, It's about time !
You guys do very great things for artist. God bless you
Thank you for this! it looks awesome! Can't wait to play with it! Awesome work!
This software is unbelievably powerful...thank you so much for this...
Looks very nice! One question though, would it be legal to texture Blender models with the free materials in Mixer and then to sell them on the Unreal Marketplace? I understand "free for use with UE4" like as long as the end result has to do with the engine, which would be the case for selling models on the Unreal Marketplace in my opinion.
Packing up Quixel suite in the mixer
That's great only 3d painting was missing from mixer thanks quixel
It doesn't support multiple texture maps yet. For me it has yet to replace Suite.
This is looking really promising, once you add multiple texture sets support and hopefully UDIMs support it wold be really hard not to switch from Painter to Mixer,
Keep up the great work guys!
yey for the new Quixel SUITE
Thank you Quixel
Outcome 1: Mixer 2020 forces Adobe to remain competitive with Substance and not screw over its users, making both programs good options.
Outcome 2: Adobe screws over their Substance users, but people can just switch to Mixer for free.
Seems like a win-win to me.
Outcome 3: Adobe buys Quixel😂
@@lassebauer cannot and will not. Epic is the type of buy and hold, they won't give Quixel that easy.
@@lassebauer LMAO
WOW, just WOW. This is amazing, I love you guys.
I wasn't prepared lol. Thank you Quixel Team I'm trying this tomorrow can't wait
Mixer is improving at a rapid speed. Just give it a few years and it will be more if not as powerful as Substance. Most importantly, it's FREE. Megascans Library, Mixer , Bridge, Twinmotion and monthly free assets from Unreal Marketplace. Let's take a moment to give a huge thanks to Epic Games. Quixel is rocking it when it comes to quickly implementing new features ( 3D Painting, Smart Materials and such) . Thanks a ton you guys!
Megascans Library is hella expensive.
@@powerofthec5908 It's free for Unreal Engine users.
You guys are amazing. thank you for what you are doing in the industry.
For mixer 2021, go to setup tab and edit texture sets to add the base textures in the beginning!! Otherwise the textures will look like noise.
Fantastic, waiting for this moment for a long time, thanks quixel.
Thank you for offering us this gem ♥
Stunning!
Would be great to have a baking system just inside here in Quixel Mixer!
多么巨大的进步,把一个几乎淘汰的软件整合进来在mixer,想出这个主意的人一定是个天才
What a huge progress, integrating an almost obsolete software into the mixer, the person who came up with the idea must be a genius
The mixer download on the Quixel page still downloads 2019.4, which needs to be installed before you can download 2020. Hopefully this gets updated soon.
Anyway, thanks for making this awesome tool free for all!
Andrew Palmer Thank you for bringing this to our attention Andrew. Will address!
Any plans to include the low/high baking that you did in Marmoset Toolbag into Mixer? Or is there a free program to do that baking with? It’s really the only thing holding me back from leaving Substance Painter.
You do plan on adding your own bakers yes? Baking in toolbag or other app is..... cumbersome.
I really hope so... Curvature baking was in in the Suite
Stefan Pahor Curvature baking (as well as position gradients and object space normals) is available in Mixer too-but this time, they’re actually being baked in real-time. We have plans on expanding on this.
@@teddybergsman5358 Thank you. Still need to dig into it :) It looks fantastic and exciting!
@@teddybergsman5358 and why is he using MTB then? there must be a reason for ^_^
it's really weird this video does not have millions of views.
Thanks so much for making this! Does it have high poly to low poly mesh bake?
Paint across multiple UDIMS on the next update or not?
Seeing THIS, one thinks - "boy, how antique and outdated the texturing tools in 3DsMax"....
Having texturing tools with layering, with masking and seeing real time how it looks on the model is what we needed for decades!!!
Will NDO and 3DO be added to MIXER? If so it would make this as good as SUBSTANCE PAINTER if not better.
Great.
..!!
But is there a dirt function?
Yes! There's tons of ways of creating great looking dirt that accumulates realistically across your mesh. The simplest way is to load a Smart Material-nearly all of them have some form of dirt as part of the layer stack :)
@@teddybergsman5358 WOW!! ありがとう!
This is so cool, and the maps loads automatically in Blender, which is even cooler!
Painter/Adobe no more, thanks for the great work Quixel, can't wait to see what will come next!
So here is the Big ?.... For those of us that Own Quixel 2.0 suite. Can we import all the smart materials included in that suite plus any we made into the new mixer as this would be very advantageous? And, where does mixer store our saved smart materials so we can do backups?
Hey Quixel, any chance for Mixer to also have bake tools in the future? This should nail the coffin on a certain competitor thats dealing with substances and eliminate having to use of additional software just to bake things.
DDO is back! Thanks guys!
thank you guys! YOU ARE TRULY AWESOME!!!!
this is insane (& free)!
This is a game changer, thanks so much guys!
Thank god for 4k videos !!
Hello Quixel Team,
Do you know if marmoset toolbag is the only software which is ok to export the id maps and stuf ?
I try to find a way to do that with cinema 4d but it seems not possible...
Anyway thank you in advance and thank you for this tutorial :)
what a time to be alive
Alternative program to marmoset for the baked maps? Could you use a cryptomat for the ID?
will it support spectacular workflow in the future
umm noob question 🙋♂️
what if i dont wanna bake maps on my high poly mesh. meaning 0 maps right ?
can i still texture it ?
TAKE MY MONEY!!!! TAKE IT ALL! THIS IS AMAAAAAAZING!!!!!!!
No need it's Freee!!!!🤣
Quixel Mixer needs these features baking maps and UV unwrapping to be all in one
Yes finally! So excited 😁 thank you Quixel
Will be a steam version of mixer too in the future?
bilbag No need, Mixer is free :)
Excelente herramienta, gracias Quixel. Aunque tuve que ver el video a 1/4 de velocidad para seguirlo y entender algo, ja ja. Muy bueno.
Will there be baking within mixer?
If we use the free EPIC account, can we use Mixer and the Megascan library to generate new textures and use it for offline rendering in Blender? Will this break the EULA?
I believe it probably does because you're using the Megascan library FOR Blender offline-rendering, despite mixing "new" materials and using Mixer, you're still using the Megascan library which requires a subscription for everything EXCEPT the Unreal Engine 4. Why not try rendering inside UE4, then it wouldn't be an issue. It is free after all, (unless you create a commercial end-product with it, aka - game, film, etc) ;)
@@joshuanelson4653 Thank you for the info
Could you please share the link to the model that you said you will put in the description?
Hey, Shadow Shadow! Sorry, looks like there was a hiccup in the description section. It has been updated with a link!
@@Flewda Alright, thank you so much! This update is awesome, by the way!
Does Mixer have the ability to Bake the maps? The Quixel Suite was able to Bake maps from input meshes. It would be ideal if Mixer was able to do this so a 3rd party program wasn’t required.
Somebody may have already asked this, but I'll ask again:)
Is there a way to align a projected graphic (via the brush) to an object? For instance, so that it accounts for an angle? I don't know if I'm explaining this correctly. Like so that the graphic aligns to the normals....? Basically, if you can visualize the plane of the brush changing depending on the geometry your are hovering over.
This was exactly what I was hoping for. Great job!
Thank you very much, now Substance has a worthy competitor)
Is it possible to add/paint custom normal detail? If no I would definitely miss that from Substance Painter. Also a shame it doesn't have it's own baker like SP does. Excited this came out tho, but if I have to rely only on HighPoly modeling and baking to get normals I personally would stick with SP, since it allows me to quickly add custom normal detail on paint layers affecting the normal channel. I hope if not now then soon it will be possible, as it's an important part of my workflow.
This is very easy to achieve in Mixer in multiple ways. I will try to go over this tomorrow in the livestream if I have time.