You are the man! Thanks so much for helping out! For those who are still struggling: Check if you have created the "startup" folder inside your "scripts" folder - I've made that mistake and wondered what the hell I've done wrong. Also keep the "Megascan-Addon" disabled inside Blender in case you have it installed. Works fine in 4.2.2
@@Amalgam3D thanks. No need to desable the addon in preferences. As soon as the script is copied in the script folder under the roaming path it is automaticaly usable for importing meshes and materials. Enabling it in the blender's pref just allows to import allembic files from Bridge. (File/import...) wich not works same as importing simple meshes.
For anyone using the megascan pluggin, make the following changes to import assets correctly. C:\Users\{username}\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\startup\MSPlugin line 290 - self.CreateTextureNode("roughness", -1150, -60, 1, True, 7) #replace 7 with 2 line 296 - self.CreateTextureNode("roughness", -1150, -60, 1, True, 7) #replace 7 with 2 line 318 - self.CreateNormalNodeSetup(True, 19) #replace 19 with 5 line 331 - self.mat.node_tree.nodes[self.parentName].inputs[4].default_value = 1 if self.isMetal else 0 # replace last 0 with 1
On my MSPlugin script (3.7.0 version), at end of line 290, 296 and 318 no such number (7 or 19) but name of the shader "Roughness" for line 290 & 296 and "Normal" for end of line 318. I've the same as you in Line 331.Any explanation of such discrepencies?
As per my message yesterday I'm getting frequent issues when trying to export surfaces into Blender 4.2.1. In the Console I get this message "Megascans Plugin Error while importing textures/geometry or setting up material. Error: Writing to ID classes in this context is not allowed: Thai_Sand_tdziadun, Material datablock, error setting Material.use_nodes Imported asset from Thai_Sand Quixel Bridge"?
Thanks this seems to work well for exporting 3d Assets from Bridge to Blender. However I still have frequent and intermittent failures with exporting Surfaces (materials) with some just showing up as a white material with nothing else in the Shader Panel?
Not nice to hear. Make sure to check the system console when you import in Blender to see if there are any reported error by the script. Otherwise it may be unfortunate issues that come from the Bridge app itself. I suggest you to double check your export settings in the Bridge app and that you have all the textures correctly downloaded in your local megascan library too.
@@theblacksolid_fr Thanks. I do see an error in Blender console when this happens. It says: "Megascans Plugin Error while importing textures/geometry or setting up material. Error: Writing to ID classes in this context is not allowed: Thai_Sand_tdziadun, Material datablock, error setting Material.use_nodes Imported asset from Thai_Sand Quixel Bridge"?
@@neil1375 I didn't manage to repreduce this king of error and it makes me confused. Hard to say if it comes from Blender or from Bridge. I hope you will find the solution.
anyone else not able to use bridge anymore to download (before export) after fab merger? any solutions? I claimed the megascans but bridge download symbol not working anymore
Hi! Still working fine for me. Make sure to sign in in the app with the same account you used to claim the assets. Maybe not the solution but otherwise you should be able to download from the megascans website and use Bridge to import in Blender as long as you use the same library path.
I modified the file as you said, but I still can't import the texture. After checking the code again and again, it still happens. I don't know where I went wrong. It would be great if you could share your modified file.
@@sabongdotnet356 Hi. Make sure to edit the script you copied in the roaming folder and relaunch Blender. You also have to make sure you created the "startup" folder because it needed to automaticaly load the script when you open Blender.
Does anyone know how to import models into blender after Quixel migrated to Fab, like before just hit export in megascans bridge but now it just shows download in Fab?
Still works for me. I can download assets and import them into Blender as before. Maybe you should claim the megascans asset on the Fab to make sure you own all of them. Epic send us a mail with a link for that.
@@theblacksolid_fr Can you make a tutorial for this, because when I want to download a model on Quixel Bridge it just says GET IT ON FAB and when I click on, it takes me to a direct link on the FAB page. I can only choose to download Fbx or GLTF format. After downloading I have to import it manually into Blender and some files when imported will have texture errors that I can't fix. Please help me, thank you very much
You are the man! Thanks so much for helping out!
For those who are still struggling:
Check if you have created the "startup" folder inside your "scripts" folder - I've made that mistake and wondered what the hell I've done wrong.
Also keep the "Megascan-Addon" disabled inside Blender in case you have it installed.
Works fine in 4.2.2
@@Amalgam3D thanks.
No need to desable the addon in preferences. As soon as the script is copied in the script folder under the roaming path it is automaticaly usable for importing meshes and materials. Enabling it in the blender's pref just allows to import allembic files from Bridge. (File/import...) wich not works same as importing simple meshes.
You are amazing!!! thank you so much for that tutorial. you explained it so well, it worked without any issue
Merci beaucoup, super tuto, parfaitement expliqué !
Merci, ça fait plaisir à lire. Content que ce soit utile !
Thanks man, had this texture issue for so long, saved my time with this fix
Thanks man, it worked. I was desperate but now I'm happy. Solved it the first time in 2 years
Thank you very much man. Very simple
Thank you so much man its really Help full video, keep going up you are doing good job 😃
great video man really loved it and it worked very well
For anyone using the megascan pluggin, make the following changes to import assets correctly.
C:\Users\{username}\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\startup\MSPlugin
line 290 - self.CreateTextureNode("roughness", -1150, -60, 1, True, 7) #replace 7 with 2
line 296 - self.CreateTextureNode("roughness", -1150, -60, 1, True, 7) #replace 7 with 2
line 318 - self.CreateNormalNodeSetup(True, 19) #replace 19 with 5
line 331 - self.mat.node_tree.nodes[self.parentName].inputs[4].default_value = 1 if self.isMetal else 0 # replace last 0 with 1
On my MSPlugin script (3.7.0 version), at end of line 290, 296 and 318 no such number (7 or 19) but name of the shader "Roughness" for line 290 & 296 and "Normal" for end of line 318. I've the same as you in Line 331.Any explanation of such discrepencies?
@@judedouch7838 you're right, my pluggin version was older and still used indexes, but using names is probably best.
Great, you really helped a lot, I'm very grateful to you!!
You are my saviour🙌
@@OneGuyWhoIsExisting I'm glade if I helped
True legend
This video really helped me, Thankyou so much 100% worked😊😊😍
Thanks man, it worked
Thanks, it was very usefull. Doesn't work for all the models and textures but helps a lot! Also with understanding how Blender works with scripting :)
Yeah unfortunately somtimes it seems to be broken but if I close bridge or Blender and reopen it works again.
I really needed, thanks a lot!
Man Thanks a lot for the tutorial, your the best !!
Thank you so much
thanks! you very helped me
Thank you so much it is very useful for me an d i solved the problem .Thanks
Thank you man.
TOP TOP TOP!!!!
life saver
As per my message yesterday I'm getting frequent issues when trying to export surfaces into Blender 4.2.1. In the Console I get this message "Megascans Plugin Error while importing textures/geometry or setting up material. Error: Writing to ID classes in this context is not allowed: Thai_Sand_tdziadun, Material datablock, error setting Material.use_nodes
Imported asset from Thai_Sand Quixel Bridge"?
thankssss
im confused. this will still working when everything is moved to fab?
thank you!
thanks a lot!
Thanks this seems to work well for exporting 3d Assets from Bridge to Blender. However I still have frequent and intermittent failures with exporting Surfaces (materials) with some just showing up as a white material with nothing else in the Shader Panel?
Not nice to hear. Make sure to check the system console when you import in Blender to see if there are any reported error by the script. Otherwise it may be unfortunate issues that come from the Bridge app itself. I suggest you to double check your export settings in the Bridge app and that you have all the textures correctly downloaded in your local megascan library too.
@@theblacksolid_fr Thanks. I do see an error in Blender console when this happens. It says: "Megascans Plugin Error while importing textures/geometry or setting up material. Error: Writing to ID classes in this context is not allowed: Thai_Sand_tdziadun, Material datablock, error setting Material.use_nodes
Imported asset from Thai_Sand Quixel Bridge"?
@@neil1375 I didn't manage to repreduce this king of error and it makes me confused. Hard to say if it comes from Blender or from Bridge. I hope you will find the solution.
anyone else not able to use bridge anymore to download (before export) after fab merger? any solutions? I claimed the megascans but bridge download symbol not working anymore
Hi! Still working fine for me. Make sure to sign in in the app with the same account you used to claim the assets. Maybe not the solution but otherwise you should be able to download from the megascans website and use Bridge to import in Blender as long as you use the same library path.
I modified the file as you said, but I still can't import the texture. After checking the code again and again, it still happens. I don't know where I went wrong. It would be great if you could share your modified file.
Somtimes nothing works at all. When it appens I close bridge and Blender and reopen and it works again.
I dont get the error anymore, but the texture still doesn't load
Hi, thank you. Did everything exact, but not working. Any ideas why?
@@sabongdotnet356 Hi. Make sure to edit the script you copied in the roaming folder and relaunch Blender. You also have to make sure you created the "startup" folder because it needed to automaticaly load the script when you open Blender.
Does anyone know how to import models into blender after Quixel migrated to Fab, like before just hit export in megascans bridge but now it just shows download in Fab?
Still works for me. I can download assets and import them into Blender as before.
Maybe you should claim the megascans asset on the Fab to make sure you own all of them.
Epic send us a mail with a link for that.
@@theblacksolid_fr Can you make a tutorial for this, because when I want to download a model on Quixel Bridge it just says GET IT ON FAB and when I click on, it takes me to a direct link on the FAB page. I can only choose to download Fbx or GLTF format. After downloading I have to import it manually into Blender and some files when imported will have texture errors that I can't fix. Please help me, thank you very much
@@theblacksolid_fr I also claimed megascans assets on FAB and when I go to Quixel Bridge it only shows the models I downloaded before FAB went live
do you mean that you have to manually edit the script for each asset individually?
Of course no. You only have to do this once. Just make sure to edit and save the one you have copied in the Blender script folder.
Thank you!!!
Thank you man!