Using Quixel Materials with Displacement in Blender

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  • Опубліковано 3 жов 2024

КОМЕНТАРІ • 9

  • @PrinceBrosnan
    @PrinceBrosnan 11 місяців тому

    thank you!!, strictly speaking it works without a modifier, the main thing is to turn on the experimental mode as you correctly said. I don't fully understand why I need a modifier if just "subdivision" is enough

  • @sammynater4996
    @sammynater4996 Рік тому

    thanks i didnt know all i had to do was set up the geomery and send it again. thanks for the tip

  • @lostpostservice
    @lostpostservice 5 місяців тому

    I believe displacement uses a single value, therefore there is no need for more than a single channel in the nodes.

  • @dopinkus
    @dopinkus Рік тому +2

    Thanks for the video!
    Suggestion - drop the background music. I want to hear you and not listen to a piano right now, sometimes it’s hard to hear you over it :)

    • @WPguru
      @WPguru  Рік тому +1

      I hear you! I need to find a way to record my voice and the music separately. Sometimes I stream 3D stuff and when things like this come out I think it's worth keeping, but the music can certainly get in the way.

  • @weirdscix
    @weirdscix Рік тому

    Nice tip, you can now also use displacement in UE 5.2 with Quixel assets now using a workaround discovered by mr3d-dev

  • @Nathan-ey7jn
    @Nathan-ey7jn 9 місяців тому

    The normal channel is plugged into Emission Strength, and the Roughness is plugged into Specular. This is incorrect, right? You need to manually change it so Roughness > Roughness and Normal Map > Normal

    • @WPguru
      @WPguru  9 місяців тому

      That bit was weird indeed, I was so focussed on getting the displacement I didn't realise this at first. I haven't checked the latest version of the bridge with Blender 4, perhaps they've fixed it by now.

  • @zenjimusic
    @zenjimusic Рік тому

    THANK YOU