"a bit quirky" is an understatement!! Bridge worked perfectly, if you want a new storefront fine! but keep bridge. This looks like a move made by marketing rather than artists!
@@WilliamFaucher I mean we don't mind that. But what we do mind is stripping the original means of the established process for something that is really raw. It can be really disruptive for the development process. It is as if we are being forced to switch to it when it's not ready yet. It's just a not very good product ownership decision in general. In the world of proprietary products it's a great way to lose customers and revenue.
@@WilliamFaucher I agree the Marketplace was much worst than FAB. Too many bugs and annoying things. Sometimes you had to restart the launcher in order to work...
What really frustrates me is that they dumped all the Quixel assets into fab without categorizing them into collections. it’s so frustrating when assets that used to be conveniently organized are now scattered and harder to find. It really disrupts the workflow, hopefully Epic will bring back those collection-based categories. It would be a huge improvement for anyone relying on Quixel assets to have that kind of organization back! Regardless, thank you for the update mate!
I have to agree, the collections were so well organized, I find it hard to believe that they wont be categorized again at a later date, I think they’re just trying to get things up and running before smoothing things out, but we will see
What I find frustrating is that all my wishlisted plugins and assets from Marketplace haven''t been adopted to FAB. Well, makes sense somehow as FAB doesn't even offer an option to wishlist plugins or assets. Feels like a step backwards :(
Many comments nowadays are: "Don't worry, have patience and eventually they will fix what they broke". 2 Months later "please have more patience!" I guess in six months: "keep having faith :("
Such perfect timing for this video release. I was just updating my project and going through the library when EasyMapper popped to update. I wanted to drop a comment on just how awesome "World Aligned" texturing has been. I had some Flooring tiles that didn't match proper when rotated, and my cobblestone patterns got all ruined. This fixed it to look so perfectly seamless. And the vertex painting tutorial in your earlier video helped fix a mild detail that was driving me crazy.
I wish Epic would bring back the Quixel filters between the different environments. (i.e. Nordic Tundra, etc.) That's the only thing I miss from the old workflow. That said, Fab integration could've been a lot worse, so bravo to the team.
Update: After spending more time with Fab, my workflow has slowed a little bit when trying to evaluate assets I may use on a project, the speed of finding what I need in my library does not work well with the search features. I really hope they improve it. I also miss not being able to add new assets to my wishlist purchase list. Lastly, since Fab is such a huge library, they should give users a bit of control on how they may organize their library. There are many assets I've gotten in bundles I will never use, that I'd love to hide, and there are go-to plugins like Easy Fog and Ultra Dynamic Sky I'd love to have at the top.
Mannnn, you saved my life literally, i was struggling with ue 5.1 with the quixel library doesnt working, looking for days and days .... and i couldnt find any solution, until now that i stepped into ur video. thx so much!!!
I'm totally jealous of that magnificent beard!! On the FAB side, I'm one of those people that never updated their Bridge plugin and luckily, it still works. Time to switch to fab for better or worse...
Just what i needed, i felt so overwhelmed. I'm still a beginner and i follow a lot of tutorials but they all use old quixel stuff. I still can't find the "Tutorial" Asset packs anymore, i hope they are not lost forever. But thanks to your video i can finally keep learning, thank you so much!
Totally get that it is overwhelming! I'm sure the old demos will continue to be available, they just havent all been migrated to fab yet, is my understanding.
Wish I had watched this video much sooner. I just got through letting my son re-state to me his dissertation of his deep feelings of disdain of how he felt about a certain game's "upgrade" to their store feature. This so I could have someone in the household to share the deeply negative feelings I was having about Epic's new Fab thing (don't worry ... it gave him a wonderful laugh when I explained and showed him what I was frustrated about). Of course the thing I was missing was that blasted plugin. Installed plugin, life is better, son still laughing. All is better in my world. From the bottom and depths of my soul .... thank you for this video.
Also add at least 1 quixel asset to your library so when you need the quixel filter you can hover over the quixel thumbnail click on it and auto open the filter, also also once the FAB Tab is open you will see a hand thumbnail in the center of assets and leaving the FAB tab on top of the UE you can click on the hand and drag that asset into the scene like before. So find the asset you want click and drag the asset into your scene. It will download the asset at the last resolution you choose for the asset before.
I am pretty sure theyre going to adjust and it will end up being better. To say no one asked for it is a bit unfair, the UE marketplace has been bloated and slow for years. Something had to be done and while this is a rocky start, Im pretty sure with a few iterations its going to end up being fairly solid
@@WilliamFaucher That's unfortunately just a strawman argument with the marketplace. Of course, they had to make some changes there, at least. But the thing with Megascans and the Bridge was a previously well-functioning solution that’s now been replaced by a much worse one. As you even say in your own video, it's hard to search for anything now, and even then, half of the stuff like displacement maps is missing. Plus, everything’s mixed together with uncurated junk. Even if they had to merge FAB stuff and Megascans, they shouldn't have thrown them in the same pot-especially not in this state that’s useful to no one. Sure, everything can improve, but it really didn’t need to be released in this condition. The Bridge doesn’t work anymore, and now you have to download everything manually through this clunky website instead of having it downloaded in an automated and sorted way. For anyone who doesn’t use UE, it’s just a complete nightmare.
Good overview video, despite the inconvenience, there are definitely some perks with the new plugin, such as having the ability to add non-Megascans content to the project directly from within the engine.
First of all - amazing video - thank you for that. Another positive thing about FAB is that you can directly drag & drop (tested only with meshes) into the engine and it will download whaterver is needed. The negative on the other hand is that you cannot do it for multiple meshes at once and if you try faster - well it crashed on me a couple of times. If this was possible with bridge I kind of missed it but still - all the content in one place should be a good thing. Edit: Drag&Drop works with materials as well.
There is no "Add to project" as of today. There's only download or add to library. And when I go to my library, there's still no add to project. Did I miss something? Is it possible to drag and drop from FAB directly into my UE5 projects?
fakat fab eklentisini indirdiğinizde oyununuzu exporte edemiyorsunuz. hata veriyor. bunun bir çözümü varmıdır. uzun süredir uğrasştığım oyun projemi fab pluginini indirdiğim için çöp oldu
@@WilliamFaucher Even if you disable the plugin after downloading it, you still can't export the game. This will probably be fixed with updates, but for now, it seems like there's an issue. Maybe I'm doing something wrong. It would be great if you could also try it and provide some feedback.
hello, i'm a beginner in UE and with the FAB the tiling had change and i don't knon how to make a good tiling texture, please help or talk about this. Thanks :)
I was waiting for this update and video! Was already concerned that EasyMapper would break because Displacement Maps aren't downloaded by default now. I did hoard (almost?) all Megascans surfaces with the Quixel Bridge UE5 plugin before FAB launched, so still have the ORDp-based UAssets on disk, just in case. Great to see the EasyMapper update!
Right now I'm facing a problem, and you've already released a video! Of course, it's become much more difficult to figure out all this, it would be better to add a separate button for the quicksel and a separate one for the FAB, but it's already better
I installed the Fab plugin, but I only get a blank page (as in the dark grey UE-colour with nothing on). Both when using the button under the content browser, and the one in the windows-menu. What could be causing this issue?
@@WilliamFaucher When I turned on the computer again today and opened my project it suddenly worked. Seems like it was a temporary problem. Yesterday was the first time I tried using FAB and the new plugin. Thank you for replying, and for your helpful video!
earlier there was an option to rotate the texture in Tilling settings. There was option to scale it in XYZ, now Fab is only showing 3 options Tilling, Offset X and offset Y, how are we going to rotate the texture ? or any setting to play with angle ?
This has not really been a thing in a long time, I haven't seen that feature in months, it's not really new with fab, but you can always add that functionality back into the master materials yourself.
@@WilliamFaucher It was so easy in quixel to just few clicks, now I will have to go to the master material and play with nodes. One solution is, the UVs from 3ds max should be re-arranged. Thank you for your quick response
@@faheemrana1281 At least you only have to do it one time, copy the nodes over from the previous master material and call it a day. It's annoying but not a huge deal fortunately
I teach UE in HE and Fab has been a disaster for staff and students so far. Bridge was working perfectly, so please leave it as an alternative to Fab. Hope Epic developers take into account and address the many common-sense suggestions here.
@WilliamFaucher I have been searching for ways to make blend material, With bridge it was so simple to pick three materials and click create blend material, Now I dont know where that option is
When you claim the quixel assets, you wont get them added to our libraray, but only marked as purchased .... you theoretically have to add each asset by hand ... I really hope they will add some sort of "file management system" in order to create folders for assets or this will get out of hand so fast
Yes, like you had to manually download and add to project before FAB as well. This isn’t new? But I agree I hope there will be a cleaner way to organize files.
it almost feels like some of the textures and materials are missing. I spent 5 mintues looking for a metal texture and even went back to the bridge site to make sure what I was looking for still existed (which it does) but is nowhere to be found on fab, plus not having them organized like how it was on bridge makes this super annoying
It absolutely is harder to find stuff now. Ive been talking to the devs and they are very much aware of it, it's in the works to be improved as we speak
You can still use bridge if you have the assets locally. You’re not screwed. Besides, 5.3 is more stable is better than 5.2 by a long shot, one should be updating if possible.
@@WilliamFaucher I was more curious if some developers are stuck with a current version of their project, rotating major version can be a very difficult task for some projects. But I guess at that point there's not much choice.
I like your Quixel filter shortcut - thanks! If you watch the Quixel video regarding FAB, it mentions 'revamped' Wind, Geometry and Features. Any idea what this is all about? Their video doesn't go into any details.
As always awesome video. One question, I bought your EasyMapper and love it. Though the default level on my computer looks blown out as far as the lights are concerned. Am I missing a setting somewhere? Also, I'm noticing the bounced ambient light is not showing on the sphere in the center of the demo level. If you have any insights that would be greatly appreciated. I'm using Unreal 5.4, so it could be that?
I'm very confusing. It says that displacelent is not use anymore but what should we use instead in a context of a video game for exemple ? World position offset ? Applying the displacement with nanite enable and the displacement texture provided in the mesh ? Using the modeling tool and displace ? I'm struggling to find a good documentation about this since I'm beginner in UE I would like to know the best practice. Is someone have ressources about that ? I'm not comfortable to use something "deprecated" by the engine and I want to try using the go to solution encouraged by unreal (nanite displacement I guess?), any tips or guidance ?
I have a problem with megascans, I downloaded some assets from there and most of them are low resolution when I zoom in, I've searching in many places but I can't figured out how to solve this problem. Do you think some assets are low resolution when is closer to the camera or some setup that I didn't do it right?
@@WilliamFaucherI always download the high resolution or nanite and able all the features, but It happens, I don’t know if some assets are in low res because are old.
@@slugyugii You can see the resolution if you open up the textures. Highest is usually 4 or 8k. If that STILL isn't enough, there's not much you can do.
The displacement maps seem to be available in the High or better fab integration for unreal. They import with a _H suffix. However, they are imported incorrectly. They import as a displacement map compression rather than a vector displacement map. Once you fix the compression for the texture it works as previously seen in your videos. Hope this saves you some time.
I cant do anything. Im completely locked out of all my purchased assets. Cant get the Fab plugin to load been at this for the last 2 days. In shit with the boss
@@WilliamFaucher This is a current issue that is happening for almost everyone I know right now, unfortunately. Nothing populates in the Vault. Attempted reinstallations of engine versions and launchers across multiple computers. No new purchases or existing owned content populates to the Launcher, and FAB Plugin for UE does not show up. Client deadlines not being met unfortunately due to the issues. :/
SOME assets have displacement but it seems like the majority were dropped through the plugin. Fortunately they can still be accessed but yeah, its a pain.
@@WilliamFaucher honestly this is prob for the best, loads of those displacements looked pretty gross with Nanite Tessellation, here’s hoping they’re re-authoring all the displacements to be a higher bit depth or something.
Hi William, thanks for the video, pretty helpful. Could you explain what happened to the rotation of the textures, please? So far all the materials that I’ve been using are not able to rotate 90, or any other angle… is it a bug in my file? Or you are experiencing it as well?
It’s not a bug, the new master materials have been highly simplified. You can always use the old master materials or add the functionality yourself to the master materials :)
Thank you very much from a Chinese user for your gratitude. The video contains all the issues about FAB that we have been complaining and ranting about recently. I hope EPIC can quickly fix these issues in some time. Secondly, I would like to ask when your EasyMapper plugin can be updated for the FAB version? I just saw that the last update was on October 7th. Has the latest version not been released because it is under review? Thank you.
Hi William, Great video! I just learned about the deprecation of Quixel bridge and though a bit annoying at first, it's not complicated to get used to. The only big issue I'm having is that for some models by Quixel that I want to use, I can find them only on FAB, but from a browser. Even after I add them to my library, they only appear on the browser and they don't show up when I access my library from the editor and can't import them :/ . Don't know why this is happening. Edit: Items in the Atlases category seem to be missing entirely when accessed from the editor, but appear when checking from a browser.
Yes I noticed the displacement maps are just white. I means it's not as good as the Quixel interface design but it's integrated a lot better than having to go to Epic store and separate Quixel interface, in that respect it's a lot better. The name is a bit cheesy though.
Do we also have to download the megascans assets before 2025 if we want them free? Or once claimed can they sit on our online account freely accesible in the future?
I am at 90% of finishing my arch project in UE5.4 with many quixel assets trees, grass, etc. Will updating all this FAB stuff risk of breaking my project?
Hi William, Love your videos! By chance, would you happen to know how we access custom Meta Humans these days? I used to get them from Quixel bridge but I haven't a clue how to do that now with FAB.
Nice and quick update to the recent situation! Thank you for all your work! Btw one question: Is there a way to include a macro texture easily into easymapper?
Thanks for info! Cant wait to see your new videos. Btw im started to learn UE thanks to you and i have a question, may be you have some project on which i can help to work on. For free of course)
Thanks William for this! quick question, is there a way like before to select, download and add to project multiple assets at once? My guess is no, but I hope I missed something?!
We have the problem that numerous environments and plug-ins purchased from UE cannot be added to existing or new projects. The FAB plugin itself is not part of any version. Only the assets that are in the cache drive. But we urgently need the assets
Man! Thank you, nice to meet again, thank for review, but I think if marketplace of assets need a guide its means about bad UI/UX, and I probably believe Epic Games will change for more completely integrated that
I've been looking for a way to find the MS Presets folder that used to download with Megascans assets into Unreal projects, if anyone knows how to access it this would be a great addition to the knowledge William's sharing with us here, thanks!
Having worked with an ORM workflow from substance to unreal in a videogame, i always found weird how megascans used another texture array which i have always found inconvinient. I would have rather had both texture arrays to choose from but still.. it´s not that hard to get along with if you´re auditing your master materials manually, specially if you´re using material layers.
"a bit quirky" is an understatement!! Bridge worked perfectly, if you want a new storefront fine! but keep bridge. This looks like a move made by marketing rather than artists!
It's not the first time I'm hearing this statement about game industry. It is very alarming.
Give it time, the original UE Marketplace was buggy as heck when it came out too. Bridge also wasnt built overnight ☺️
@@WilliamFaucher OF course, we have no choice! Just not a fan of rolling out half finished products and fixing when people complain.
@@WilliamFaucher I mean we don't mind that. But what we do mind is stripping the original means of the established process for something that is really raw. It can be really disruptive for the development process. It is as if we are being forced to switch to it when it's not ready yet. It's just a not very good product ownership decision in general. In the world of proprietary products it's a great way to lose customers and revenue.
@@WilliamFaucher I agree the Marketplace was much worst than FAB. Too many bugs and annoying things. Sometimes you had to restart the launcher in order to work...
You Sir are such an asset to the Unreal user community. Thanks for all you do.
What really frustrates me is that they dumped all the Quixel assets into fab without categorizing them into collections. it’s so frustrating when assets that used to be conveniently organized are now scattered and harder to find. It really disrupts the workflow, hopefully Epic will bring back those collection-based categories. It would be a huge improvement for anyone relying on Quixel assets to have that kind of organization back!
Regardless, thank you for the update mate!
I have to agree, the collections were so well organized, I find it hard to believe that they wont be categorized again at a later date, I think they’re just trying to get things up and running before smoothing things out, but we will see
What I find frustrating is that all my wishlisted plugins and assets from Marketplace haven''t been adopted to FAB. Well, makes sense somehow as FAB doesn't even offer an option to wishlist plugins or assets. Feels like a step backwards :(
Absolutely. It's like searching a garbage dump now.
Many comments nowadays are: "Don't worry, have patience and eventually they will fix what they broke". 2 Months later "please have more patience!" I guess in six months: "keep having faith :("
Thanks William! Another much needed contribution to the Unreal community.
Thank you!
Dude you saved my life! I was going insane with the Fab website. Thanks.
Missed your videos! Thank for update 😊
Thank you! Been working on something exciting the last couple months so stay tuned :)
@@WilliamFaucher .......... spill the BEANS NOW!!!!! *points banana*
Thank you William. It's great to have such an expert here on youtube with such high quality videos
Such perfect timing for this video release. I was just updating my project and going through the library when EasyMapper popped to update. I wanted to drop a comment on just how awesome "World Aligned" texturing has been. I had some Flooring tiles that didn't match proper when rotated, and my cobblestone patterns got all ruined. This fixed it to look so perfectly seamless. And the vertex painting tutorial in your earlier video helped fix a mild detail that was driving me crazy.
Thanks!
It's worth mentioning you can also drag assets from the Fab window directly into your scene
I wish Epic would bring back the Quixel filters between the different environments. (i.e. Nordic Tundra, etc.) That's the only thing I miss from the old workflow. That said, Fab integration could've been a lot worse, so bravo to the team.
Update: After spending more time with Fab, my workflow has slowed a little bit when trying to evaluate assets I may use on a project, the speed of finding what I need in my library does not work well with the search features. I really hope they improve it. I also miss not being able to add new assets to my wishlist purchase list. Lastly, since Fab is such a huge library, they should give users a bit of control on how they may organize their library. There are many assets I've gotten in bundles I will never use, that I'd love to hide, and there are go-to plugins like Easy Fog and Ultra Dynamic Sky I'd love to have at the top.
So glad I stumbled upon this video. Thanks for the heads-up.
Mannnn, you saved my life literally, i was struggling with ue 5.1 with the quixel library doesnt working, looking for days and days .... and i couldnt find any solution, until now that i stepped into ur video.
thx so much!!!
I'm totally jealous of that magnificent beard!!
On the FAB side, I'm one of those people that never updated their Bridge plugin and luckily, it still works. Time to switch to fab for better or worse...
I was just thinking about you William, it's been a minute lol. Thanks for this channel!
Thanks! Been working on something exciting the last couple on months, I haven't gone anywhere, stay tuned!
@@WilliamFaucher Haha Alright!!!
Just what i needed, i felt so overwhelmed. I'm still a beginner and i follow a lot of tutorials but they all use old quixel stuff. I still can't find the "Tutorial" Asset packs anymore, i hope they are not lost forever.
But thanks to your video i can finally keep learning, thank you so much!
Totally get that it is overwhelming! I'm sure the old demos will continue to be available, they just havent all been migrated to fab yet, is my understanding.
A thoughtful update on the state of Quixel content. Feels like Epic may have underestimated how the community was going to react to the changes.
Wish I had watched this video much sooner. I just got through letting my son re-state to me his dissertation of his deep feelings of disdain of how he felt about a certain game's "upgrade" to their store feature. This so I could have someone in the household to share the deeply negative feelings I was having about Epic's new Fab thing (don't worry ... it gave him a wonderful laugh when I explained and showed him what I was frustrated about). Of course the thing I was missing was that blasted plugin. Installed plugin, life is better, son still laughing. All is better in my world.
From the bottom and depths of my soul .... thank you for this video.
You know when William starts uploading his got a banger on the way
🙏Thanks for this my friend! I've already sent this one to sooo many students looking for help. Appreciate you!
Thanks so much for this….was going around in circles between Unreal and Fab!
Thanks for walking through this process!
Cheers man!
Also add at least 1 quixel asset to your library so when you need the quixel filter you can hover over the quixel thumbnail click on it and auto open the filter, also also once the FAB Tab is open you will see a hand thumbnail in the center of assets and leaving the FAB tab on top of the UE you can click on the hand and drag that asset into the scene like before. So find the asset you want click and drag the asset into your scene. It will download the asset at the last resolution you choose for the asset before.
I WANT BRIDGE BACK. This new Fab trash model place is just awful. NOBODY wanted this.
I am pretty sure theyre going to adjust and it will end up being better. To say no one asked for it is a bit unfair, the UE marketplace has been bloated and slow for years. Something had to be done and while this is a rocky start, Im pretty sure with a few iterations its going to end up being fairly solid
@@WilliamFaucher That's unfortunately just a strawman argument with the marketplace. Of course, they had to make some changes there, at least. But the thing with Megascans and the Bridge was a previously well-functioning solution that’s now been replaced by a much worse one. As you even say in your own video, it's hard to search for anything now, and even then, half of the stuff like displacement maps is missing. Plus, everything’s mixed together with uncurated junk. Even if they had to merge FAB stuff and Megascans, they shouldn't have thrown them in the same pot-especially not in this state that’s useful to no one.
Sure, everything can improve, but it really didn’t need to be released in this condition.
The Bridge doesn’t work anymore, and now you have to download everything manually through this clunky website instead of having it downloaded in an automated and sorted way. For anyone who doesn’t use UE, it’s just a complete nightmare.
@@TheBigNegative-PhotoChannelExactly! They need to think about those that aren’t using UE.
Actually everyone wanted this 😂why have 15 different places to get assets. Everything in one place. You never have to leave the program
Many thanks for your help! Just what I needed to get to grips with Fab imports :)
Thanks William, as always well explained content that is a joy to watch, keep calm & carry on, ;-)
Good overview video, despite the inconvenience, there are definitely some perks with the new plugin, such as having the ability to add non-Megascans content to the project directly from within the engine.
First of all - amazing video - thank you for that.
Another positive thing about FAB is that you can directly drag & drop (tested only with meshes) into the engine and it will download whaterver is needed. The negative on the other hand is that you cannot do it for multiple meshes at once and if you try faster - well it crashed on me a couple of times. If this was possible with bridge I kind of missed it but still - all the content in one place should be a good thing.
Edit: Drag&Drop works with materials as well.
Thanks William !!! an informative video as always, we missed you though !, hope everything is fine for you and your family. Thank you so much !
Thank you! Been working on something exciting the last few months so stay tuned :)
Gracias William!
Many thanks William 😊
There is no "Add to project" as of today. There's only download or add to library. And when I go to my library, there's still no add to project. Did I miss something? Is it possible to drag and drop from FAB directly into my UE5 projects?
fakat fab eklentisini indirdiğinizde oyununuzu exporte edemiyorsunuz. hata veriyor. bunun bir çözümü varmıdır. uzun süredir uğrasştığım oyun projemi fab pluginini indirdiğim için çöp oldu
Can you not simply unload the fab plugin?
@@WilliamFaucher Even if you disable the plugin after downloading it, you still can't export the game. This will probably be fixed with updates, but for now, it seems like there's an issue. Maybe I'm doing something wrong. It would be great if you could also try it and provide some feedback.
Thank you, I found this very useful.
Glad it was helpful!
hello, i'm a beginner in UE and with the FAB the tiling had change and i don't knon how to make a good tiling texture, please help or talk about this. Thanks :)
Thanks so much for the helpful video, William!!
Pleasure's mine!
the megascans textures still aren't working in easy mapper. Can't find your fab's material update. I see the fab's function
I was waiting for this update and video! Was already concerned that EasyMapper would break because Displacement Maps aren't downloaded by default now. I did hoard (almost?) all Megascans surfaces with the Quixel Bridge UE5 plugin before FAB launched, so still have the ORDp-based UAssets on disk, just in case. Great to see the EasyMapper update!
letsgooooo...... ORM yes... no need to have separate master material or convert material again...... letsgooo.... omg i love this
Right now I'm facing a problem, and you've already released a video! Of course, it's become much more difficult to figure out all this, it would be better to add a separate button for the quicksel and a separate one for the FAB, but it's already better
I believe in FAB. It will become awesome soon.
I am cautiously optimistic as well, despite the rocky start
1:40 ... I laughed so hard! Thanks for the sermon.
Hahah I’m glad someone liked it! 😂
thank you that was really intuitive
Glad it could help!
Thanks William. Very much appreciated.
Thank you William
So does that mean the stock brick textures can't be used anymore because they only have ARD textures?
I installed the Fab plugin, but I only get a blank page (as in the dark grey UE-colour with nothing on). Both when using the button under the content browser, and the one in the windows-menu. What could be causing this issue?
I'm not sure, have you tried restarting the engine? Does the website work?
@@WilliamFaucher When I turned on the computer again today and opened my project it suddenly worked. Seems like it was a temporary problem. Yesterday was the first time I tried using FAB and the new plugin. Thank you for replying, and for your helpful video!
earlier there was an option to rotate the texture in Tilling settings. There was option to scale it in XYZ, now Fab is only showing 3 options Tilling, Offset X and offset Y, how are we going to rotate the texture ? or any setting to play with angle ?
This has not really been a thing in a long time, I haven't seen that feature in months, it's not really new with fab, but you can always add that functionality back into the master materials yourself.
@@WilliamFaucher It was so easy in quixel to just few clicks, now I will have to go to the master material and play with nodes.
One solution is, the UVs from 3ds max should be re-arranged.
Thank you for your quick response
@@faheemrana1281 At least you only have to do it one time, copy the nodes over from the previous master material and call it a day. It's annoying but not a huge deal fortunately
@@WilliamFaucher Indeed, thank you so much, keep shining
I teach UE in HE and Fab has been a disaster for staff and students so far. Bridge was working perfectly, so please leave it as an alternative to Fab. Hope Epic developers take into account and address the many common-sense suggestions here.
@WilliamFaucher did you put the new version of easymapper , couldn't find any update yet in fab ?
@WilliamFaucher I have been searching for ways to make blend material, With bridge it was so simple to pick three materials and click create blend material, Now I dont know where that option is
That’s what easyMapper is for ☺️
Thank you
When you claim the quixel assets, you wont get them added to our libraray, but only marked as purchased .... you theoretically have to add each asset by hand ... I really hope they will add some sort of "file management system" in order to create folders for assets or this will get out of hand so fast
Yes, like you had to manually download and add to project before FAB as well. This isn’t new? But I agree I hope there will be a cleaner way to organize files.
Outstanding 😮❤
it almost feels like some of the textures and materials are missing. I spent 5 mintues looking for a metal texture and even went back to the bridge site to make sure what I was looking for still existed (which it does) but is nowhere to be found on fab, plus not having them organized like how it was on bridge makes this super annoying
It absolutely is harder to find stuff now. Ive been talking to the devs and they are very much aware of it, it's in the works to be improved as we speak
Am I understanding it correctly that whoever is working on UE 5.2 or earlier are pretty much screwed without Bridge and FAB?
You can still use bridge if you have the assets locally. You’re not screwed. Besides, 5.3 is more stable is better than 5.2 by a long shot, one should be updating if possible.
@@WilliamFaucher I was more curious if some developers are stuck with a current version of their project, rotating major version can be a very difficult task for some projects. But I guess at that point there's not much choice.
I like your Quixel filter shortcut - thanks!
If you watch the Quixel video regarding FAB, it mentions 'revamped' Wind, Geometry and Features. Any idea what this is all about? Their video doesn't go into any details.
Im glad it helped! Ill have to check those videos, not sure about that yet
As always awesome video. One question, I bought your EasyMapper and love it. Though the default level on my computer looks blown out as far as the lights are concerned. Am I missing a setting somewhere? Also, I'm noticing the bounced ambient light is not showing on the sphere in the center of the demo level. If you have any insights that would be greatly appreciated. I'm using Unreal 5.4, so it could be that?
Do you have lumen enabled at all? What are your scalability settings set to? It should be looking pretty good by default.
I'm very confusing. It says that displacelent is not use anymore but what should we use instead in a context of a video game for exemple ? World position offset ? Applying the displacement with nanite enable and the displacement texture provided in the mesh ? Using the modeling tool and displace ? I'm struggling to find a good documentation about this since I'm beginner in UE I would like to know the best practice. Is someone have ressources about that ?
I'm not comfortable to use something "deprecated" by the engine and I want to try using the go to solution encouraged by unreal (nanite displacement I guess?), any tips or guidance ?
No no, displacement as a feature still works. They just don't include the displacement maps. But you can get them on the web browser as shown.
@@WilliamFaucher Thank you !
I have a problem with megascans, I downloaded some assets from there and most of them are low resolution when I zoom in, I've searching in many places but I can't figured out how to solve this problem. Do you think some assets are low resolution when is closer to the camera or some setup that I didn't do it right?
You have to select the right detail level/resolution when you download them. High, medium, low, etc
@@WilliamFaucherI always download the high resolution or nanite and able all the features, but It happens, I don’t know if some assets are in low res because are old.
@@slugyugii You can see the resolution if you open up the textures. Highest is usually 4 or 8k. If that STILL isn't enough, there's not much you can do.
The displacement maps seem to be available in the High or better fab integration for unreal. They import with a _H suffix. However, they are imported incorrectly. They import as a displacement map compression rather than a vector displacement map. Once you fix the compression for the texture it works as previously seen in your videos. Hope this saves you some time.
at first i thought that was the problem but i can't seem to make displacement work on 5.5.0?
I cant do anything. Im completely locked out of all my purchased assets. Cant get the Fab plugin to load been at this for the last 2 days. In shit with the boss
Have you tried refreshing your fab library in your epic launcher? The refresh button solved it for me.
@@WilliamFaucher This is a current issue that is happening for almost everyone I know right now, unfortunately. Nothing populates in the Vault. Attempted reinstallations of engine versions and launchers across multiple computers. No new purchases or existing owned content populates to the Launcher, and FAB Plugin for UE does not show up. Client deadlines not being met unfortunately due to the issues. :/
@@JoshuaPuppe It's just a temporary bug, it's back up and running now :)
@@WilliamFaucher Sheeew! Thankfully all up and working now.
Bridge had an easy creation of blend material, and now it seems that it can't be accessed. Are there any workarounds?
That's exactly what EasyMapper is for! www.fab.com/listings/8160d79c-c37d-46dd-bf67-64e25fafa11e
I have a problem, when i import the metahuman . Its shows budget issue . I have rtx 4060 8 gb v ram ..What should I do ???
A budget issue? You mean VRAM? Its possible you're exceeding your vram limits, 8gb isnt much
FAB broke everything! I hope they make plugins for other DCC's and thirdparty renders soon!
How do we update easymapper to work with fab ord textures?
It is still awaiting approval on fab for the new update but it should be ready tomorrow or so ☺️
Oh there are zero displacement maps for any Quixel materials accessed through the cab plugin? Or just some have it missing?
SOME assets have displacement but it seems like the majority were dropped through the plugin. Fortunately they can still be accessed but yeah, its a pain.
@@WilliamFaucher honestly this is prob for the best, loads of those displacements looked pretty gross with Nanite Tessellation, here’s hoping they’re re-authoring all the displacements to be a higher bit depth or something.
@ I have to agree, some were SOOOO compressed. I am hoping they are replaced and not permanently removed
@@peterallely5417 maybe that's what they meant by quality is not there... Then here's hoping they will optimize it for Nanite!
Hi William, thanks for the video, pretty helpful. Could you explain what happened to the rotation of the textures, please? So far all the materials that I’ve been using are not able to rotate 90, or any other angle… is it a bug in my file? Or you are experiencing it as well?
It’s not a bug, the new master materials have been highly simplified. You can always use the old master materials or add the functionality yourself to the master materials :)
@@WilliamFaucher do you have any video explaining how to add this functionality, because I tried and it didn’t work :(
There are a lot of assets from quixel that are no longer available in fab... What the heck?!
Out of topic, but will there be a black friday sale for the addons? Thank you William
So if we claim the assets right now but don't have all of them added to the library would they still stay free for us?
Correct :)
Thank you very much from a Chinese user for your gratitude. The video contains all the issues about FAB that we have been complaining and ranting about recently. I hope EPIC can quickly fix these issues in some time. Secondly, I would like to ask when your EasyMapper plugin can be updated for the FAB version? I just saw that the last update was on October 7th. Has the latest version not been released because it is under review? Thank you.
Do we have to "add to library" all the quixel assets or just we will get them for lifetime by claiming ?
Hi William, Great video! I just learned about the deprecation of Quixel bridge and though a bit annoying at first, it's not complicated to get used to.
The only big issue I'm having is that for some models by Quixel that I want to use, I can find them only on FAB, but from a browser. Even after I add them to my library, they only appear on the browser and they don't show up when I access my library from the editor and can't import them :/ . Don't know why this is happening.
Edit: Items in the Atlases category seem to be missing entirely when accessed from the editor, but appear when checking from a browser.
Yes I noticed the displacement maps are just white. I means it's not as good as the Quixel interface design but it's integrated a lot better than having to go to Epic store and separate Quixel interface, in that respect it's a lot better. The name is a bit cheesy though.
Do we also have to download the megascans assets before 2025 if we want them free? Or once claimed can they sit on our online account freely accesible in the future?
Just claim them. The information is on FABs main website :)
I am at 90% of finishing my arch project in UE5.4 with many quixel assets trees, grass, etc. Will updating all this FAB stuff risk of breaking my project?
No, fab wont break your project
Hi William, Love your videos! By chance, would you happen to know how we access custom Meta Humans these days? I used to get them from Quixel bridge but I haven't a clue how to do that now with FAB.
Nice and quick update to the recent situation! Thank you for all your work!
Btw one question: Is there a way to include a macro texture easily into easymapper?
will easy mapper be coming to 5.5?
It will! Just needs to be approved first. But you can just migrate the 5.4 version to 5.5 with no issues.
i dont see any fab plugin in my vault :(
Did you hit the refresh button? Have you tried restarting the Launcher?
@@WilliamFaucher yes i did it many times, searched but found no where on the internet even on fab website. Thank you for reply me!
Likewise. I don’t either.
@@WilliamFaucherOn my Win 10 machine I see it but not my Win 11 machine. Could that be the issue?
They need to add a dedicated Megascans filter in Fab
I really miss you ❤
Miss you too buddy ❤️
@@WilliamFaucherThank you, please bring the video a bit earlier next time❤🇵🇰
Hi I can't find EasyMapper release with Fab Folder, when will it be available?
Approval is pending by epic, should be within the next day! It was uploaded two days ago, hang in tight!
Released! Thanks 🙌
Lumion ,ue5, d5 ,who is best for realistic render??and which software has other less problems??
I have no idea what Lumion or D5 is, so I can't say
Thanks for info! Cant wait to see your new videos. Btw im started to learn UE thanks to you and i have a question, may be you have some project on which i can help to work on. For free of course)
There are lots of free projects you can use in the education section of the launcher/FAB now :)
Thanks William for this! quick question, is there a way like before to select, download and add to project multiple assets at once? My guess is no, but I hope I missed something?!
Good question! Havent tried, I rarely did that before myself because it was so slow to do so.
thanks for update :)
Really need a workaround with creating blend materials
That's what EasyMapper is for! :)
www.fab.com/listings/8160d79c-c37d-46dd-bf67-64e25fafa11e
We have the problem that numerous environments and plug-ins purchased from UE cannot be added to existing or new projects. The FAB plugin itself is not part of any version. Only the assets that are in the cache drive. But we urgently need the assets
That sounds like a temporary bug, I added stuff literally today, give it a day!
Which version of unreal are you on?
@@WilliamFaucher We use 5.3 and 5.4
@@WilliamFaucher And it doesn't work with any version. We can only use assets that have already been downloaded
@ Then it definitely is just a known temporary bug. It seems to be fine now. Keep trying. Works fine here on 5.3 and 5.4 :)
@ Just tried again, nothing works. Neither the FAB plugin nor any other purchased asset. How can you do something like this to your customers?
I can't seem to make any purchases whatsoever. At Payment it always says "Failed to challenge captcha". It's been like this for days...
The devs told me to try this: log out > clear cache and cookies > log in > try again
@@WilliamFaucher Thanks for the reply William! I've tried this, same issue. I tried paying on my phone, another PC etc... same issue.
Man! Thank you, nice to meet again, thank for review, but I think if marketplace of assets need a guide its means about bad UI/UX, and I probably believe Epic Games will change for more completely integrated that
anyone know that link or video that allows us to download like hundreds of mega scans just so we don't have to pay for them in the future?
You can claim them for free now, once claimed they are perpetually free.
Thank u !
I'm guessing the Unity and 3dsmax Bridge plugins (from Epic) will be broken then 😢
I suspect a new plugin will be available for the other DCCs soon ☺️
Is easyfog/mapper optimized for gameplay too?
EasyFog for sure, EasyMapper is definitely a bit heavy, but if you use it sparingly when needed it should be OK. It depends on your game!
I want to learn cinematic animation from you will u teach me or guide me through
I've been looking for a way to find the MS Presets folder that used to download with Megascans assets into Unreal projects, if anyone knows how to access it this would be a great addition to the knowledge William's sharing with us here, thanks!
Youre awesome.
Having worked with an ORM workflow from substance to unreal in a videogame, i always found weird how megascans used another texture array which i have always found inconvinient. I would have rather had both texture arrays to choose from but still.. it´s not that hard to get along with if you´re auditing your master materials manually, specially if you´re using material layers.