Ben_93 Posted February 9, 2022 Share Posted February 9, 2022 Hi all, I was wondering if there is any resources to help me figure out how to use Quixel Megascans vegetation within Unigine? I try to use but the maps downloaded from Quixel dont seem to be in the correct format if using grass object billboards or grass mesh fbx's in Unigine. Many thanks, Ben Link to comment
silent Posted February 10, 2022 Share Posted February 10, 2022 Hi Ben, As far as I know you can export FBX files with geometry from mega scans that would be possible to import as is. If you want to use imposters for far trees you would need to bake them inside the Editor (it should be quite easy to do). For grass you can create your own custom node-based material that will work with textures that you downloaded (an example of custom grass material you can also check in new Shader Graph samples from SDK). Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Ben_93 Posted February 16, 2022 Author Share Posted February 16, 2022 Hi Silent, Thanks for getting back to me. Quote For grass you can create your own custom node-based material that will work with textures that you downloaded (an example of custom grass material you can also check in new Shader Graph samples from SDK). So would this approach work with using a grass clutter FBX? Or using Grass BASE billboards? Many thanks, Ben Link to comment
Wimo135 Posted February 19, 2022 Share Posted February 19, 2022 This may not be the best idea as Quixel products are only licensed for use in Unreal Engine Games. Link to comment
Ben_93 Posted February 19, 2022 Author Share Posted February 19, 2022 This is a 3D grass asset I downloaded from Quixel Megascans, however you can see the texture maps are not properly configured out of the box from quixel for unigine using a mesh clutter. Does anybody know how to get 3D vegetation assets from Quixel working in Unigine? Link to comment
denis.csherbina Posted February 19, 2022 Share Posted February 19, 2022 You need the alpha channel for your albedo, so you can merge the alpha channel with the albedo texture using Substance Designer. Quixel Bridge also has channel-packing - https://help.quixel.com/hc/en-us/articles/360008102438-Channel-Packing Moreover, you can create your own material with Material Graph to use the alpha texture apart. 2 Link to comment
Ben_93 Posted February 19, 2022 Author Share Posted February 19, 2022 Thanks Denis, i'll try to do some testing to figure this out. The new material graph feature in 2.15 looks really awesome, although I cant find any documentation to explain this simply to a newbie like me who has no experience with this type of node based material workflow. Link to comment
denis.csherbina Posted February 19, 2022 Share Posted February 19, 2022 Here's a simple example:grass_material.upackage 2 Link to comment
Ben_93 Posted February 20, 2022 Author Share Posted February 20, 2022 Thank you very much for sending over a simple example! I appreciate it Ben 2 Link to comment
julllegga Posted October 15, 2022 Share Posted October 15, 2022 (edited) Thanks for the useful tips. I was just looking for an answer to this question Edited October 15, 2022 by julllegga Link to comment
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