Work Around for jagged edges at 2:06 After pattern, Down below > Bevel: 0.004 Add: Blur > Gaussian [Strength: 0.009] Display > Rendering > GPU Tessellation: 5 or 6
I'm working in gamedev for quite some time and from the beginning I have contact with Quixel products (via our 3d artists) but you're delivering product that even I can use for some great effects. I bought Mixer license two months about to learn something for myself and masks are something I missed and enjoyed in 2D (photoshop). Keep going guys, you don't stop to amaze me!
Both ! You can Mix textures from Library in Mixer , Customize as you like. And Quixel has , NDO , DDO theres another one I dont remember , but with these you can Texture any 3D Model , Just like Substance Painter.
Bellus Deus They have an older now unsupported app for texture painting called Suite which is eventually going to be folded into Mixer from what I understand.
hi! it all looks cool and I would like to start using more of quixel megascans and mixer for my work but I wonder if it can be useful for professional archviz use? the main problem I have with quixel textures is the fact that most of them cover only around 2x2m area which is way to small for exterior archviz renderings, as they usually require textures that cover areas from 8x8m and up to avoid repetition on large surfaces like building walls and vast foregrounds. Does Quixel Mixer make up for that? Can one use it to create larger textures from 2x2m megascans?
Nice tutorial, but it´s imposible to me to replicate the same result. I put my tessalation to 10 in the display menu and even if the result is better than before, it´s far from the crisp result shown in the tutorial... what I´m missing?
This is some superb stuff you guys are creating here, but I do have one quick question. Will the Quixel Mixer allow for imports of 3D meshes to directly apply the tileable textures created within the program?
when i use the newest mixer version the blend functions "from above" and "treshold" does not exist. when i use "height" the edges are very unlean. any ideas how to solve it?
okay i made it with a little bit more blur and bevel tweaks than in the video. another question. how i configure the "gloss" in the newest mixer version?
I am having issues of jagged images with preview displacement option inside Mixer. The lines are very jagged and distorted. I even checked the online help but nothing works. Does anyone has a solution?
Can't find a solution either. Only thing that alleviates it is adding a bevel mask modifier, but that affects the actual shape, so it's a stop gap solution
Quixel - please remove or update tutorials that refer to earlier versions of the program. For example, here in this video, the presenter is able to input decimal values under the Bevel component. This is no longer possible in the latest version of Mixer, which is a shame actually because I find that a value of 1 is often too strong and 0 is well 0...
Yaah Agreed with u @tor bcoz a lot of things they changed & its gd to update things in software but that will be grt if we get updated tuts also on same.
when i get to 2:03 it's already doesn't look the same as it looks in the tutorial. for some reason when i put the rectangular pattern on the mask - it doesn't look like this. it not as deep. did something changed between the versions to makes it react differently?
I followed these instructions to the letter but the second transform makes 25 smaller tiles inside each of the 25 large ones. What am I missing, I have started over several times and get the same results.
I too am having this issue, it's like his tiling is set to a lower setting... Also mine doesn't looks as good as his graphically speaking.I dont know if I need to turn my tessellation all the way or what?
The Texture You create in Mixer , If you want to use in UE4 , you need Quixel Bridge to export Textures in UE4. In Mixer Once you create any material , save or Just Send it to your Library (You can Set A certain Resolution Like 2k or 4k to export) and Once you Log in to your Bridge app , you will Find them . After That , You can Select Single or Multiple Material and then Click Export UE4. And before all of this , You need to Install Megascan integration in UE4. For more In depth , Check Quixel's Videos.
Hi Senpai_Schelz. In the previous tutorial ( ruclips.net/video/ZYfgAl2NWj4/видео.html ) I demonstrate how to export your material to a set of textures that you could then easily import into Unreal. However, as Mr. Incognito pointed out, you could also use Bridge by saving your mixer material as a Library surface, and then merely export the surface straight from Bridge into Unreal.
Is this free version just a trail software? How much will it cost? Is it ownership purchased or a subscription service to use the software I HATE RENTING SOFTWARE NOR DO I ALWAYS DO MY STUFF ONLINE! I want to own with the options of upgrading. Please let me know soonest the site is very vague on details. Also how do I apply this to 3D models? How does one import/export models to use?
My tiling doesnt match yours in this tut, I have something like a 5x5 square as opposed to your single tile. For example, when I follow your tutorial to the letter, I get the same pattern repeating many times, where as yours seems to be just one time.
We actually learned about this bug just yesterday shortly after the tutorial released. However, there's a hotfix coming VERY soon (in the next day or two) and this issue will be addressed.
Hi, I have watched this a few times and I am getting some different results and visuals to you, I just wanted to find out what specs you were running, I am running an i5 7500, 8GB 2400MHz & GTX 1070, any pointers as to what I may need to upgrade? Looking forward to using Quixel Megascans & UE4 to bring some ideas to life, Thanks.
If someone know of WHEN to use the settings of "From Above" . I'm still confuse of this one. edit:2 i get it, after trying it now I find that this will be a top layer that will subtracted from the bottom all black will take effect as minus and white as remain in flat. noice!
I had this problem too. After playing around with it I found they renamed it to "Projection". Select that and then change the projection mode from "Tiling" to "Freeform". Also, to get the triangular corners you have to set the rotation to 45 in the projection panel, whereas in the video the guy is using 0.5. When he adds a second transform modifier, you instead add another projection modifier and leave the mode to "Tiling"
@@Moby41 yeah I figured it out after playing a bit, so far I like this software, my only problem is making more ornate patterns, maybe you can buy other brushes but I don't have the money for it, can I somehow install more brushes locally? I would like to have the option of drawing with a mirror or something, also can I put height maps to make shapes?
I have both maxed out. Though if I were having perf issues I would much rather lower shadow resolution and keep tessellation higher so that I can see the effects of the heightmap more clearly.
@@Flewda Great tutorial, very much appreciated. But I have to add on to what Nick mentioned. It may not be apparent to some people how to resolve the shadow issue (and I'm still trying to figure it out). If somebody is following along to the 't', and immediately gets some wonky results, they'll think they did something wrong. Perhaps an addendum to the video description will help?
Use the displacement modifier in blender with the texture you exported, then apply this modifier, and if you didn't forget to setup the textures using UV or object mapping, or if it was made automaticly, you'll have a textured mesh out of a texture
You can choose different plans and each includes a specific amount monthly of points. The assets and materials cost points. Just go to the pricing tab on the website. You can't just buy one single asset if i know it well.
I dont know if I can link a photo from a issue i will get when I use the pattern mask but the squares doesnt look nice.. the faces on the sides looks like they have shading issues o.O Have somebody have the issue too or am I alone? I use the newest version.
One easy way is to "export to Library" then use Bridge to export directly to Max. Not sure if corona is supported in the automatic building of the shader network, but you can def export all the maps separately, in fact you can export all the maps directly from Mixer.
I just updated to last night's release, now I don't have those edges between tiles. It feels like waste of time learning it atm. I'll be keeping an eye on this.
Hi, I am new to mixer but I haven't subscribed yet. I was following your tutorial of broken tiles( blue tiles tutorial) but all the materials you have used are paid. Can you make a tutorial of free materials, so the user using trial version can have better understanding following your tutorial.
blundering Materials is very easy in Mixer but frankly, I find the masking system very unintuitive. I would have a hard time getting to where you got at the end.
If that happens, there's no backup. There's nothing in Quixel that does what Substance does in terms of proceduralism by exposing parameters. Which adds a lot more grunt work to the workflow. They really need to start working on something similar otherwise there's really no competition.
All this tutorial did for me is demonstrate how I have no clue to what the Hell I'm doing....I guess It's back to my Altamera Bat Guano art at the cave.
"discoloration" He keeps adding masks and reducing their effect to next to nothing. This could have been done with far fewer masks and more aggressive settings. Also, he's trying to do things with the masks that lighting should handle.
What´s the point to make Quixxel free during the beta but then don´t provide the ressources to test it? The limitation to download materials from the library very quickly made me uninstall it again.
Really TOO BAD that you forcibly decided to unlink ddo/ndo from photoshop, withouty adding any built-in normal-map painting in mixer ike you did with ndo! That way we was still able to paint normal map details directly! mixer is both convoluted and elementar!
Quixel Mixer was pretty good because it's "free" but... there were something truly pissed me off: To use Mixer, it requires the internet connection to login to use it. *sigh* As a freelancer with bad connection, sometimes I couldn't able to use this software. :/ Well... where can I get an Offline license file? It tells me to subscribe Megascan for it which I wasn't interested. Seriously? Even tried to bait me into subscribing for that freaking Offline license file? Even that capitalized line "FREE FOREVER, FOR EVERYONE" described on Quixel Mixer website to my face? To be honest, I'd like to hear you define "free" word again to my "f*cking" face, Quixel. (And nope, I don't use UnrealEngine 'cause I would never install EpicGames's nasty and spyware launcher)
Good job on completely reworking how the layers work in the newer version and not updating any of these videos!
I dont even follow these tutorials, dont even have quixel. Its just so god damn satesfying watching these materials take form.
You should watch restoring old artwork. Like real magic before your eyes.
same here dude :)
Now is the time my dude. Epic bought Quixel, so the entire database is free for UE4 users as of this week.
Most Savory so hype bruh
same lo xD
for those who's searching for transform modifier, i find that projection modifier with freeform setup can make the same result
thanks
@@alvaroalsar1335 ur welcome
THANKS!
thanks friend
Work Around for jagged edges at 2:06
After pattern, Down below > Bevel: 0.004
Add: Blur > Gaussian [Strength: 0.009]
Display > Rendering > GPU Tessellation: 5 or 6
I'm working in gamedev for quite some time and from the beginning I have contact with Quixel products (via our 3d artists) but you're delivering product that even I can use for some great effects. I bought Mixer license two months about to learn something for myself and masks are something I missed and enjoyed in 2D (photoshop). Keep going guys, you don't stop to amaze me!
2D to 3D to 2D. To be watched in 3D.
That´s some good shit.
Loved the video.
yo gimme more of that photorealistic stuff man
Lmao we be acting like crack heads tbh. "Yo man u still got that photorealistic shit??" *Scratches neck
@@theplayerformerlyknownasmo3711 Rofl!!! When ghetto slang gets used in learning, you know where the society is heading!
I’m pretty sure this is just ms. paint and you made this all up.
For real though, this is amazing and melted my brain.
Unable to set the bevel modifier to 0.043. Program allows only integers.
Must have been changed in an update. I tried using gaussian blur as a substitute instead.
@@savagedregime8176 Maybe try , instead of . idk
Just finished my first work with Mixer via this tutorial, i fell in love. Really looking forward to do more with it ^^
This is so much easier than Substance Designer, thank you guys for making this amazing app!
Try Substance Alchemist ;)
@@imaekgames I did, I like this better ;)
is quixel basically more for environment texturing and less for character texturing?
Both !
You can Mix textures from Library in Mixer , Customize as you like.
And Quixel has , NDO , DDO theres another one I dont remember , but with these you can Texture any 3D Model , Just like Substance Painter.
@@arashi8876 thanks for the reply. it seems like quixel now days is all about environment which is fine by me it is one great texturer
You are welcome Sir.
And Yes , I Used Quixel Megascans Assets and Its Amazing.
@@jonathanholmes2186 Thank you for replying, the future is bright it seems :)
Bellus Deus They have an older now unsupported app for texture painting called Suite which is eventually going to be folded into Mixer from what I understand.
hi! it all looks cool and I would like to start using more of quixel megascans and mixer for my work but I wonder if it can be useful for professional archviz use? the main problem I have with quixel textures is the fact that most of them cover only around 2x2m area which is way to small for exterior archviz renderings, as they usually require textures that cover areas from 8x8m and up to avoid repetition on large surfaces like building walls and vast foregrounds. Does Quixel Mixer make up for that? Can one use it to create larger textures from 2x2m megascans?
this is cool. would there be a chance to update it to the newer version as some of the functions either arent there or are renamed ?
this is amazing!
Awesome.. as always.👍
Nice tutorial, but it´s imposible to me to replicate the same result. I put my tessalation to 10 in the display menu and even if the result is better than before, it´s far from the crisp result shown in the tutorial... what I´m missing?
Same for me. I guess because of the Mixer version. The components and modifiers changed. Maybe in their inner behavior, too.
wow , amazing !! more of these fascinating tutorials plz
This is some superb stuff you guys are creating here, but I do have one quick question. Will the Quixel Mixer allow for imports of 3D meshes to directly apply the tileable textures created within the program?
Thank you Ruben! Yes, this is one of the planned major features to expect before the beta ends within the year.
when i use the newest mixer version the blend functions "from above" and "treshold" does not exist. when i use "height" the edges are very unlean. any ideas how to solve it?
okay i made it with a little bit more blur and bevel tweaks than in the video.
another question. how i configure the "gloss" in the newest mixer version?
why does Bevel Layer no longer support all those values on your tutorials, float ones? i can't put a 0.XXX it has to be either 1 or 0
I am having issues of jagged images with preview displacement option inside Mixer. The lines are very jagged and distorted. I even checked the online help but nothing works. Does anyone has a solution?
Can't find a solution either. Only thing that alleviates it is adding a bevel mask modifier, but that affects the actual shape, so it's a stop gap solution
Quixel - please remove or update tutorials that refer to earlier versions of the program. For example, here in this video, the presenter is able to input decimal values under the Bevel component. This is no longer possible in the latest version of Mixer, which is a shame actually because I find that a value of 1 is often too strong and 0 is well 0...
Yaah Agreed with u @tor bcoz a lot of things they changed & its gd to update things in software but that will be grt if we get updated tuts also on same.
Quixel mixer make that previous showing material sphere on intro 0:05? if not, wich software do?
when i get to 2:03 it's already doesn't look the same as it looks in the tutorial. for some reason when i put the rectangular pattern on the mask - it doesn't look like this. it not as deep. did something changed between the versions to makes it react differently?
Hit d on the keyboard , this will enable displacement
@@ajaymisri4544, thank you!
These are so powerful!
I know it's an old video and software with no updates, but mine doesn't have the transform option, only circular transform
I can't enter decimal values into the mask stack 'Bevel' modifier's 'width' parameter...only whole numbers from 1 to 10...
I followed these instructions to the letter but the second transform makes 25 smaller tiles inside each of the 25 large ones. What am I missing, I have started over several times and get the same results.
I too am having this issue, it's like his tiling is set to a lower setting... Also mine doesn't looks as good as his graphically speaking.I dont know if I need to turn my tessellation all the way or what?
Hey I was having these issues aswell, I tried deleting the 1st transform and remaking, this worked but admittedly lead to other problems.
@@Inous It is all fixed with the latest version which was released overnight
@@ryan5013 It is all fixed with the latest version which was released overnight
Can you make an video how you insert in UE4 the texture you make??
The Texture You create in Mixer , If you want to use in UE4 , you need Quixel Bridge to export Textures in UE4.
In Mixer Once you create any material , save or Just Send it to your Library (You can Set A certain Resolution Like 2k or 4k to export) and Once you Log in to your Bridge app , you will Find them .
After That , You can Select Single or Multiple Material and then Click Export UE4.
And before all of this , You need to Install Megascan integration in UE4. For more In depth , Check Quixel's Videos.
Hi Senpai_Schelz. In the previous tutorial ( ruclips.net/video/ZYfgAl2NWj4/видео.html ) I demonstrate how to export your material to a set of textures that you could then easily import into Unreal. However, as Mr. Incognito pointed out, you could also use Bridge by saving your mixer material as a Library surface, and then merely export the surface straight from Bridge into Unreal.
Is this free version just a trail software? How much will it cost? Is it ownership purchased or a subscription service to use the software I HATE RENTING SOFTWARE NOR DO I ALWAYS DO MY STUFF ONLINE! I want to own with the options of upgrading. Please let me know soonest the site is very vague on details. Also how do I apply this to 3D models? How does one import/export models to use?
Cool! Is the seamless texture on output?
Where is the redo & undo button?
Seems really good. May be the first time i will pay for a software, if i get a reasonable project lol.
Terriffic development though.
Use epic games you get it for free I don’t recommend paying
@@sheeeeeeesh4946 what is substance painter? i think the new 3dsmax has a lot of this incorporated into the node system too.
Can't follow this tutorial bcs.I don't find "Blend / from below" in Version (2021)
It would be amazing if we could import our own alphas and convert them to a non destructive mask stack.
which configuration compatible for UE4?
darn why was regular transform taken away?
I that appears in the upcoming PS5 games, I might die in joy.
how to make the small squares in a different color ?
My tiling doesnt match yours in this tut, I have something like a 5x5 square as opposed to your single tile. For example, when I follow your tutorial to the letter, I get the same pattern repeating many times, where as yours seems to be just one time.
I have the same problem and I did the tutorial twice
We actually learned about this bug just yesterday shortly after the tutorial released. However, there's a hotfix coming VERY soon (in the next day or two) and this issue will be addressed.
The hot fix is now available! Thanks guys for the reports :)
Stylized on the 2020 please.
damn.. amazing
i wanna see the tutorial of the sand one
I am getting a bunch of holes in the center of my tiles after the first "transform". Am I doing something wrong?
Hi, I have watched this a few times and I am getting some different results and visuals to you, I just wanted to find out what specs you were running, I am running an i5 7500, 8GB 2400MHz & GTX 1070, any pointers as to what I may need to upgrade? Looking forward to using Quixel Megascans & UE4 to bring some ideas to life, Thanks.
If someone know of WHEN to use the settings of "From Above" . I'm still confuse of this one.
edit:2 i get it, after trying it now I find that this will be a top layer that will subtracted from the bottom all black will take effect as minus and white as remain in flat. noice!
There is only circular transform where did the default transform go? Do i have to pay to get transform?
I had this problem too. After playing around with it I found they renamed it to "Projection". Select that and then change the projection mode from "Tiling" to "Freeform". Also, to get the triangular corners you have to set the rotation to 45 in the projection panel, whereas in the video the guy is using 0.5.
When he adds a second transform modifier, you instead add another projection modifier and leave the mode to "Tiling"
@@Moby41 yeah I figured it out after playing a bit, so far I like this software, my only problem is making more ornate patterns, maybe you can buy other brushes but I don't have the money for it, can I somehow install more brushes locally? I would like to have the option of drawing with a mirror or something, also can I put height maps to make shapes?
What's your shadow and tessellation settings?
I have both maxed out. Though if I were having perf issues I would much rather lower shadow resolution and keep tessellation higher so that I can see the effects of the heightmap more clearly.
@@Flewda Thanks! While results are not the same, I tweak some numbers and modifiers to get something closer.
@@Flewda Great tutorial, very much appreciated. But I have to add on to what Nick mentioned. It may not be apparent to some people how to resolve the shadow issue (and I'm still trying to figure it out). If somebody is following along to the 't', and immediately gets some wonky results, they'll think they did something wrong. Perhaps an addendum to the video description will help?
does anyone know where the Transform is 2020.1.4? I only see circular transform
Projection.
Can the end product be exported as obj file to be opened in other 3D softwares like Blender, C4D etc.??
Use the displacement modifier in blender with the texture you exported, then apply this modifier, and if you didn't forget to setup the textures using UV or object mapping, or if it was made automaticly, you'll have a textured mesh out of a texture
@@Lanaur_ Thank you so much!
have you all considered making a plug-in for affinity photo?
Jonathan Holmes ahh ok that makes sense, looking forward to see what you guys develop over time 😊
you sell just subscription?
but what is price of single material? for example oak trunk? i don't see anything about it
You can choose different plans and each includes a specific amount monthly of points. The assets and materials cost points. Just go to the pricing tab on the website. You can't just buy one single asset if i know it well.
@@handle__ 29usd for 40 material per month?
I dont know if I can link a photo from a issue i will get when I use the pattern mask but the squares doesnt look nice.. the faces on the sides looks like they have shading issues o.O Have somebody have the issue too or am I alone? I use the newest version.
I'm having the exact same issue. And I haven't found a good explanation on the forums or elsewhere. :/
it doesnt give me the result when i input the value 5 .5 in another trasnform
mixer its same as Substance Designer?
so hard to follow tutorials on the beta . but thx for the effort
ok so i made this and now i want to use it in 3dsmax in corona, how to do it?
One easy way is to "export to Library" then use Bridge to export directly to Max. Not sure if corona is supported in the automatic building of the shader network, but you can def export all the maps separately, in fact you can export all the maps directly from Mixer.
If used for, character hard surface modeling, it would be better
.
bevel appears to only take integers now
3:45 did anyone else get crazy high amount of x-y tiles in here? i got like 4 times more
I just updated to last night's release, now I don't have those edges between tiles. It feels like waste of time learning it atm. I'll be keeping an eye on this.
I'm still waiting for that Mac version.
Birkir Ásgeirsson You’re in luck - Mixer has always been available for Mac :)
Hi, I am new to mixer but I haven't subscribed yet. I was following your tutorial of broken tiles( blue tiles tutorial) but all the materials you have used are paid. Can you make a tutorial of free materials, so the user using trial version can have better understanding following your tutorial.
How to get this software
Here you go! quixel.com/mixer
blundering Materials is very easy in Mixer but frankly, I find the masking system very unintuitive. I would have a hard time getting to where you got at the end.
Bummer, I gave up after I couldnt find the "Transform" :(
Projection.
If adobe f's up substance designer this is our backup
If that happens, there's no backup. There's nothing in Quixel that does what Substance does in terms of proceduralism by exposing parameters. Which adds a lot more grunt work to the workflow. They really need to start working on something similar otherwise there's really no competition.
Bridge Should be Free as Mixer.like Those who had Subscribed , for them at least Bridge Should be Free.
or you can just use 3d modeling to create textures tiles >.>
All this tutorial did for me is demonstrate how I have no clue to what the Hell I'm doing....I guess It's back to my Altamera Bat Guano art at the cave.
"discoloration" He keeps adding masks and reducing their effect to next to nothing. This could have been done with far fewer masks and more aggressive settings. Also, he's trying to do things with the masks that lighting should handle.
What´s the point to make Quixxel free during the beta but then don´t provide the ressources to test it? The limitation to download materials from the library very quickly made me uninstall it again.
yay, hyperrealistic virtual balls
bruh you cant leave this video uploaded if the transform is literally gone
Projection.
All nice and cool but useless without also subscribing to megascans.
Really TOO BAD that you forcibly decided to unlink ddo/ndo from photoshop, withouty adding any built-in normal-map painting in mixer ike you did with ndo! That way we was still able to paint normal map details directly! mixer is both convoluted and elementar!
cool but complicate, not intuitive process
sexy
Quixel Mixer was pretty good because it's "free" but... there were something truly pissed me off: To use Mixer, it requires the internet connection to login to use it. *sigh* As a freelancer with bad connection, sometimes I couldn't able to use this software. :/
Well... where can I get an Offline license file? It tells me to subscribe Megascan for it which I wasn't interested. Seriously?
Even tried to bait me into subscribing for that freaking Offline license file?
Even that capitalized line "FREE FOREVER, FOR EVERYONE" described on Quixel Mixer website to my face?
To be honest, I'd like to hear you define "free" word again to my "f*cking" face, Quixel.
(And nope, I don't use UnrealEngine 'cause I would never install EpicGames's nasty and spyware launcher)
13:58 69 42 :D
ok ok im already leaving