Import Megascans Textures into Lumion with One Click - Quixel Bridge Tutorial

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Hey. What's up, guys? Nuno here. I know that many Lumion users didn't upgrade to Lumion 12 yet. And with this, they don't get a dedicated slot to the Gloss map ffor example. And as you may notice already, I'm always recommend you to add the gloss map into the alpha channel of the normal map. To do this, you need to go to Photoshop and repeat this procedure every time for every new texture. It can take some time, but if you're using mega context, it's that is a better and faster way. I use it here on YouTube. By the name Gabrielle Rufellini, I hope I'm pronouncing that right, he made this comment suggesting that we can use XML bits to set up custom export settings. We can setup automatically the roughness into the alpha channel of the albedo or the gloss into the alpha channel, the normal map, or even invert the green from the normal map directly from Bridge. So do these with you. I'll show you how you can setup this quick. Celebrates custom exports to have all the maps ready for woman. So let's get started. The first thing we need to do is go to Wix, a website and we'll find on the products on the here on the top. You'll find it. And I'm already here on this page. And you click here, download rates. And so you store this in this software. Here we have quick Southbridge. This is the main screen and the you can see on the left side, we have free the assets surfaces. The surfaces are materials. We have decals, perfections, all of this. You can even sort this out by collections. And if you go, for example, to environments and let's say natural, I can see different types of of nature like canyons of Utah, Iceland, Pine Essentials, ocean. So just like this if I have a project that is basically on a north coast, I can select from these assets and this is are all high quality assets but for this video we'll use the surface and the I want the soil surface. So here soil oh as it can see it going back a little bit, everything is categorized. So we have concrete, we have asphalt grass, a lot of different things. So let's go to soil and let me see which one I want to try So just to test, I want to see this one soil type tire tracks. And here if you click, you can see the texture maps, different action maps can see a preview, 3D preview, so how it looks. And if you'll notice here on the bottom, it says two by seven, by two by seven. And in Lumen, when you are defining the map scale, it's in meters. For this map to be the correct size, you need to set in movement 2.7 as well. And if you like this asset, you can just click here to to favorite the asset. And now before clicking download let me show you here. When you click this button icon next to the resolution, we'll go to export settings and on this export target we're going to select custom this export they already have some presets for Max Maya Unity and real engine but we're going to like custom disk. And then we setup here a folder already have set up here mine. And now we go to the textures and on the textures you'll probably find here format as you back, but select target and not on surfaces, which are the textures we have albedo. So we're going to select albedo. And on the albedo we're going to go here and select RGV, a so we have the Alpha Channel as well. And on the Alpha Channel is already here, select the roughness, but you can select many different types of maps that you want. But for Illumina we'll select roughness then we have displacement, displacement going to leave it as it is, as great and normal map, you could as well select RGV eight and add here the gloss map. Okay. But we already add the roughness into the albedo and the roughness and gloss. They are the same map is just inverted from one another. So either use the roughness map on the albedo or the gloss map on the normal map don't use both together on the normal map. Another thing to do is if you see here the green channel, which is the G here, we're going to select normal white inverted. So for lumin, the mega scans textures, they need to be with a green inverted so we can select this option and it will export already with the correct settings. Okay, so you don't have to do anything else in Libya. And we close this in for women. There's nothing else we need. Just, just this free maps. I mean for maps because we are adding the roughness into the Alpha Channel down below and then we can go here back before going back to that, we just show you that for the models at what I do is select the X and I feel like the high poly source, which is the model that contains the most information, it's the most heavy with a higher poly count. And I just use this one if the camera is really close to it. Okay, then have lots zero, lots of it with a high quality asset and I'm using most of my assets with this log zero because they are not so heavy and they look nice. But if the asset is really far away, I use this lot five because it's version with a reduced number of polygons and it's much lighter for the scene and the, you know, notice much difference between one and another. So sometimes we need to change these assets for the better performance on your scene, especially unlatch things. By the way, if you want to take your limited rendering skills to the next level, I invite you to join my Illumina render course. It has more than 10 hours of step by step video tutorials only have a link in the top right corner and also in the description below this video. And now we go back and we click download. So it will start download the asset and if we want to check the files that it downloaded, we'll go here to the free dots and go to files but these are not the files that we need. These are just the textures of these maps. We don't need these files. We need to go here and click export it's because we set the custom export. And when we do this, we go to the folder that we previously set up. This one let me show you again this folder here. So the export location, we go to this folder. And so in my case, it's this one. As you can see, I have just a preview file and I have three target files. There will be the displacement and the normal. And if I open here the displacement on Photoshop and now I go to channels and often you can see that it already has the roughness into the Alpha Channel. So as I said, now we don't need to do all of these settings again here inside this Photoshop before we continue to log in, there is one thing that I noticed. I downloaded the eight K and 4K of the same version and one without the green inverted here on the pixel application and the other with the green inverted and what I notice is that both are exactly the same. So in reality, the normal map is not being inverted. In this week's On Breach, application, and I even found support on that forum with the exactly the same thing. Someone comparing both the normals inverted and without being inverted. And they had exactly the same. And this rate is already one year old and with no answers. So I'm guessing this is a bug that wasn't fixed yet. So what I suggest to do is when you go to load the R material into Lumin, so I have your Lumin 11 11.5. So I have here this maps so I have the albedo which has the roughness on the Alpha Channel and this one is two meters. So let's put tier two meters that's enough. And then this not normal map, I'm going to load the normal map. But since it didn't invert the green, we all need to click here next to the relief, which is a normal map. There's this button flipped normal. So it just need to click this one button and that's it. The numbers are important then I'm just going to choose the displacement grids. You can see here the difference that the displacement makes. So it's a little bit about here and reflectivity. I'm going to decrease a little bit here, here and now I'm going to take a render of this and let's see how it looks. Oh, just one more thing before I hit render that I forgot to tell you is that you have to check if you have this extra options. If you don't if it just shows like these. So more click here. So Mark and then go to the fourth icon, which is settings. And this is we added the roughness into our do we need to say that the, the, the Alpha Channel is not the alpha keeps object but the alpha masks reflectivity? Now it's correct or else this map makes some transparency on the map, on the texture. I mean, so now let's try to render and this is the final result. So as you can see, it was quite simple to set up all the six parts in Quiksilver. It's interesting to pay attention about that normal that probably it's a bug. So you cannot really invert the normal in case of rates, but it's really fast to do it. And let me just press this one button and that's it happens like this video. Let me know what you think about it and don't forget to give it to like and I like the reminder that you can sign up for my free training, my top ten tips to achieve realistic readiness. I literally in the top right corner and also in the description below this and I'll see you in the next one
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Channel: Nuno Silva
Views: 64,434
Rating: undefined out of 5
Keywords: lumion tutorial for beginners, lumion tutorial 12, lumion tutorial exterior, quixel bridge unreal, quixel bridge, quixel bridge unreal engine, megascans bridge blender, megascans bridge ue4, megascans bridge ue5, 3d rendering, lumion tutorial, 3d visualization, 3d render, architectural visualization, lumion 3d, lumion 9, quixel bridge free download, 3d rendering tutorial, lumion 11 tutorial for beginners, lumion 11, lumion render, quixel bridge export settings
Id: PEaQRlumQos
Channel Id: undefined
Length: 10min 57sec (657 seconds)
Published: Tue Jun 14 2022
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