Quixel bridge is still working, but this plugin helps a lot with things coming from other sources, or for new quixel assets that will be put into Fab and not into Quixel. Thanks! About reducing the texture size, instead of reducing the LOD bias, you can open the texture, on the panel go to compression->advanced and change the Maximum Texture Size to the size you want (256 in this example). This will keep the original texture at its regular size (so project size will still be large), but when displaying it or exporting the texture during builds it will use the maximum size you set. If later you noticed you reduced too much you can always go back and increase the maximum size, and since it is not destructive it should just work. Using the resize like you did is great when you have a texture that is not power of 2, but be aware that it is destructive, so if you need to undo you will have to reimport the texture.
Yeah the first method have been here for a while, but it was always annoying when you really don't need a really big texture and you are forced to saved it in your project. Even if you reduce the max LOD in-game your project will be unnecesarily heavy. But like you say, it is non destructibe workflow so I would only change the original texture size If I was sure I won't need the original size, specially those 8K textures lol
Good stuff, you can use the "max in game" property to still have the full res texture available but reduced to the specified size when packaging. Also Virtual Textures ftw.
Yeah, that helps in-game but sometimes you don't want those 8k-4k textures in your project that make it super heavy. If you are sure you don't want those textures in 8k you can always change its size once and for all. And yeah, Virtual textures are amazing!
Last week was going through some of my Master Materials trying to update them for the new FAB packaging and was trying to figure out how to re-create the ORD in UE using the new Heightmap. I didn't even THINK to look at the Texture Graph. THANK YOU MAN!!! PS - any news about Quixel Mixer??
I haven’t heard of Mixer in a while. Usually when things are so quiet big things may come out of nowhere lol. But for now Substance seems to be a better choice except it’s from Adobe
This is kind of cool. I would use this if there was a way to script the texture graph with python or blueprints so I can create an editor utility to do this. Because I already have a enditor utility script that I wrote which does all of this and creates a shader at the end or a material instance if you select an existing material. But it is quite a lot of code. Anyone know if this works? I might have a look.
Absolutely hate those video thumbnails where the creator puts on a "dubious" face. It's a weird trend. It doesn't add any value to the content. It makes me want to click "Don't recommend this channel". Just my two cents.
All these new graph subsystems in UE are amazing.
For sure
Hell yeah
Quixel bridge is still working, but this plugin helps a lot with things coming from other sources, or for new quixel assets that will be put into Fab and not into Quixel. Thanks!
About reducing the texture size, instead of reducing the LOD bias, you can open the texture, on the panel go to compression->advanced and change the Maximum Texture Size to the size you want (256 in this example).
This will keep the original texture at its regular size (so project size will still be large), but when displaying it or exporting the texture during builds it will use the maximum size you set. If later you noticed you reduced too much you can always go back and increase the maximum size, and since it is not destructive it should just work. Using the resize like you did is great when you have a texture that is not power of 2, but be aware that it is destructive, so if you need to undo you will have to reimport the texture.
Yeah the first method have been here for a while, but it was always annoying when you really don't need a really big texture and you are forced to saved it in your project. Even if you reduce the max LOD in-game your project will be unnecesarily heavy. But like you say, it is non destructibe workflow so I would only change the original texture size If I was sure I won't need the original size, specially those 8K textures lol
Great tip on the texture thing! We're new and like seeing these tidbits!
excellent feature
It is
wow really usefull.THX
Amazing - thanks!!!
Welcome
thats awesome
Yep it is
So cool! Thanks for tips :)
Welcome
wow thank you!
Good stuff, you can use the "max in game" property to still have the full res texture available but reduced to the specified size when packaging. Also Virtual Textures ftw.
Yeah, that helps in-game but sometimes you don't want those 8k-4k textures in your project that make it super heavy. If you are sure you don't want those textures in 8k you can always change its size once and for all. And yeah, Virtual textures are amazing!
More tricks !
i wish they add noise generators to the texture graph
I think they have some already but not as powerful as substance
Last week was going through some of my Master Materials trying to update them for the new FAB packaging and was trying to figure out how to re-create the ORD in UE using the new Heightmap. I didn't even THINK to look at the Texture Graph. THANK YOU MAN!!!
PS - any news about Quixel Mixer??
I haven’t heard of Mixer in a while. Usually when things are so quiet big things may come out of nowhere lol. But for now Substance seems to be a better choice except it’s from Adobe
This is kind of cool. I would use this if there was a way to script the texture graph with python or blueprints so I can create an editor utility to do this. Because I already have a enditor utility script that I wrote which does all of this and creates a shader at the end or a material instance if you select an existing material. But it is quite a lot of code. Anyone know if this works? I might have a look.
I’ll take a look I’m interested as well
Is that windows? What are you using to switch applications?
Yes
@@maomaogamedev how did you make it to look like that?!
It’s just Windows 10, I refuse to update lol
Any tool that kicks Adobe in the snutz gets a thumbs up from me. 😂
FU adobe
Absolutely hate those video thumbnails where the creator puts on a "dubious" face.
It's a weird trend. It doesn't add any value to the content. It makes me want to click "Don't recommend this channel".
Just my two cents.
I didn’t know it was even a trend. But I don’t have many pictures of myself. So next video I’m going to put the same face just for you 😁
"I have nothing of value to add, I just hate photoshop thanks, did I mention no one else is talking about this?" the video
So why are people commenting this was helpful?