The Quixel forum/support/news/whatever "system" is really annoying, so nobody should be surprised about the confusion.
Apologies, although I would argue it's even more annoying when you try to follow a thread and updates of a product and the content is very off-topic. The system is very simple, you're in the Quixel forum, and each thread is clearly titled with what the thread is about.
We use Quixel with UnrealEngine4. When we tried a texturing in 1.3, and you change the scale of material the texture, this become missing, and only the color applied it. Texture Albedo disappear.
It's only failed on UE4 and UE4(Optimized)calibration settings. PBR works fine.
We use Quixel with UnrealEngine4. When we tried a texturing in 1.3, and you change the scale of material the texture, this become missing, and only the color applied it. Texture from material is missing.
It's only failed on UE4 and UE4(Optimized)calibration settings. PBR works fine.
One picture:
I had this issue also. I'm guessing I still do.
Changing the scale makes the albedo texture disappear.
allaze-eroler: Really sorry about this crash. I'm currently looking into what might have caused this -- putting together a hot-fix.
Gheromo: Combining multiple maps into a single one is possible with calibration scripts (UE4 (Optimized) does this for instance) -- but agreed, a simple UI for it would be ideal!
OutOfMyMind: Great to hear you are up and running. I still fear the issue persists for some but good to know it has been partly resolved. Thanks for letting me know!
AidanPuche & Joopson: Thanks for the reports guys. This seems to have to do with having Metalness checked. Will resolve this in the hot-fix, very appreciated.
teddybergsman: If you are going to be doing those changes to exporter please have a look at "QuickSaveMaps" plugin for Photoshop. It allows for great level of customisation and great flexibility. Something current exporter lacks. By the way can you explain in a bit more detail how these calibration profiles work in a bit more detail? For example what is the difference between UE4 / Disney and so on.
Thanks
Teddy you and "The Crew" are killin' it brother. Not only do you guys take time to answer questions and help resolve user issues...you continue to refine Suite to a form of crack candy that we can't resist. This latest update is amazing. Keep up the good work!
Emissive maps? I've yet to really dive into using them with Quixel Suite. I just add layers on top of the texture maps where the light will come from. But this is time consuming in the Suite's new set up. DDo wasn't too much of a problem, all the layers were stacked on top of one another. is there an Emissive map option? Or a way to trick the software into doing so?
programmer23: It depends a little on how old -- if your project is created using 1.2 you can do this by adding a Metalness and Albedo for Metalness map after the fact, and then removing the original albedo and specular maps, as a workaround.
Gheromo: An advanced mode will likely make it in, as well as a guide on making custom calibration profiles for super special needs & flexibility. The current dropdowns will get a bit more info as well on what each profile does exactly in 1.4. The main single difference between the Disney PBR and UE4 profiles is that the normal Y channel is flipped for UE4. The UE4 (Optimized) profile takes Roughness, Metalness and Occlusion and combines them in to the R, G & B channels of a single Reflectivity map.
DarkEdge: so much important stuff still missing... more to come!
matttzeng: Big thanks for sharing. Really dig the glowing hand details. Hopefully 1.3 works too
acealmighty13: Yes there is! Simply add an emissive map at any point by going to Add map in the DDO menu dropdown and click Emissive. Every tweak made in this map will show in 3DO.
I love Toolbox so don't get me wrong...luv it! But some of my mates are asking if there might be a hookup for Keyshot in the future?? Or is that a completely different creature?
I have just got it. I downloaded the helmet sample files. If I load the ddo project, it all works as expected. But if I try to load form scratch to build materials myself, it does not create the MatID image properly so there are no material groups to work with. It does this with my own objects too. Photoshop CC here. Where do I get support for this?
I have been using Quixel for a little while now and I have some suggestions (that may or may not be features that I am unable to find or figure out)
I would love to see a wireframe view mode in the 3D viewer.
I cannot seem to find a way to rotate a material. I made a custom wood material and it was going the wrong way, so I had to make an entirely new material with all of the maps rotated 90.
Also, I don't know if this is appropriate for this forum, but I really hope refunds are processed for people that bought the old version right before it was made free and paid for the new one, we were promised refunds in that situation. It's been months since I made the purchase.
MachineMeditation I dont see why you think you need a refund / why you bought suite or whatever again when its been clearly told everywhere multiple times that licenses will carry over to the suite and you dont need to pay for the dDo, nDo if you have licenses for old versions.
Hi, I'm starting to use the Quixel suite a few days ago mainly for adding normals and some texture touch up. One thing I noticed was that when using nDo, using the 3Do will not let you use a custom mesh object to preview the normals I've worked on. This is frustrating because now I have to figure it out manually if it the normal is sticking out too much or is it in the right position.
I also happen to noticed that using the Z buffer on the normal makes the dark area very shiny in the 3Do, any cause of this?
Gheromo: I can understand your confusion which is due to a lack of information. The information that you are missing is that I have been double charged, now having two NDO and two DDO licenses when I only ordered one NDO/DDO a day before it was offered for free. I do appreciate the information you posted but that information was readily available on the front pages at Quixel, I'm sure only the illiterate could miss such obvious data. Quixel software is very nicely done, I do love exploring it but I abhor the customer service, which seems to be an issue for many other customers.
We're not silent! Running on fewer staff members during holiday season is all! And in all fairness you are reporting payment/license issues in the news thread Lets just call it even and all be friends!
@MachineMeditation - If you have been charged with two licenses I really do apologize! Obviously that is unacceptable,
send an email from http://dev.quixel.se/contact and someone will contact you! Or contact me through a private message and i will help you!
can someone help me understand the difference of an albedo and the albedoM? i have been using the regular pbr calibration profile. I am now trying some things out in UE4 and when i input a base diffuse it wont show up under AlbedoM but it does under Albedo. (albedo is not a default map when using the ue4 preset) i cant find documentation over this. I understand the metalic map stuff and how it interacts but this albedo m is definately causing me some grief.
Hey Quixel, I was wondering... what will happen on September 8 ?
It seems to be the end of the beta, but will it also be the release, or will we need to wait a little more about that ?
(I'm wondering if I'll need to say farewell to the new NDO soon ) ( T^T )
@yeluis - AlbedoM is an Albedo specific to the metalness workflow. It contains both diffuse albedo (for non-metals) and specular albedo (for metals). Wherever the metalness map is painted white it picks the specular albedo from the AlbedoM map. The diffuse albedo for metals is automatically made black in the shader. A "regular" albedo map contains diffuse albedo only, meaning even metals can have diffuse intensity painted into them.
We hope to have some better documentation on this soon, hope this helps in the meantime!
@wencesias - On september 8 the beta will end and the tools will be released as a retail version!
It will be a free upgrade for anyone who already have a license, so if you already own DDO the new DDO will be free for you. If you don't already have them they are still very affordable at 99 dollars for the freelance version of the suite.
Just wanted to hop on here and say thanks to the devs for an amazing program. I have been playing around with the beta for a few days and absolutely love it.
My one question, don't know if you can answer this yet, is whether there is a plan for more dynamic seam masking? DDO is amazing, but I do tend to find a lot of seam issues once I make my maps. I was wondering if there are plans to remedy this, or if I'm just missing an already implemented feature to correct DDO's seam errors?
So I just wanted to hop on again and thank you guys for the new update. Really loving the stability fixes its running like butter on my machine. Also thanks for extending the beta, I'd always rather have a program take longer to develop and be rock solid at release than be unstable and come out earlier. Also the new video from Leslie is awesome! exactly what I've been looking for in a great overview of DDO, great job guys!
Replies
Apologies, although I would argue it's even more annoying when you try to follow a thread and updates of a product and the content is very off-topic. The system is very simple, you're in the Quixel forum, and each thread is clearly titled with what the thread is about.
I'm sorry if it came across as rude.
We use Quixel with UnrealEngine4. When we tried a texturing in 1.3, and you change the scale of material the texture, this become missing, and only the color applied it. Texture Albedo disappear.
It's only failed on UE4 and UE4(Optimized)calibration settings. PBR works fine.
One picture:
Sorry, isn't support thread.
I had this issue also. I'm guessing I still do.
Changing the scale makes the albedo texture disappear.
Gheromo: Combining multiple maps into a single one is possible with calibration scripts (UE4 (Optimized) does this for instance) -- but agreed, a simple UI for it would be ideal!
OutOfMyMind: Great to hear you are up and running. I still fear the issue persists for some but good to know it has been partly resolved. Thanks for letting me know!
AidanPuche & Joopson: Thanks for the reports guys. This seems to have to do with having Metalness checked. Will resolve this in the hot-fix, very appreciated.
For in-depth info on how to hook up DDO with Toolbag 2 a guide was just posted up: http://quixel.se/usermanual/quixelsuite/doku.php?id=toolbag2
Thanks everyone!
- Teddy
Thanks
I will try 1.3 .
Render by marmoset 2
Gheromo: An advanced mode will likely make it in, as well as a guide on making custom calibration profiles for super special needs & flexibility. The current dropdowns will get a bit more info as well on what each profile does exactly in 1.4. The main single difference between the Disney PBR and UE4 profiles is that the normal Y channel is flipped for UE4. The UE4 (Optimized) profile takes Roughness, Metalness and Occlusion and combines them in to the R, G & B channels of a single Reflectivity map.
DarkEdge: so much important stuff still missing... more to come!
matttzeng: Big thanks for sharing. Really dig the glowing hand details. Hopefully 1.3 works too
acealmighty13: Yes there is! Simply add an emissive map at any point by going to Add map in the DDO menu dropdown and click Emissive. Every tweak made in this map will show in 3DO.
- Teddy
My skype is david.sominsomin and if need be, I'd be willing to pay for a tutor if it has to come to that.
Regards
I have CS6
I would love to see a wireframe view mode in the 3D viewer.
I cannot seem to find a way to rotate a material. I made a custom wood material and it was going the wrong way, so I had to make an entirely new material with all of the maps rotated 90.
Also, I don't know if this is appropriate for this forum, but I really hope refunds are processed for people that bought the old version right before it was made free and paid for the new one, we were promised refunds in that situation. It's been months since I made the purchase.
Thank You
I also happen to noticed that using the Z buffer on the normal makes the dark area very shiny in the 3Do, any cause of this?
@MachineMeditation - If you have been charged with two licenses I really do apologize! Obviously that is unacceptable,
send an email from http://dev.quixel.se/contact and someone will contact you! Or contact me through a private message and i will help you!
This is the question I would like to have an answer. How can we load a custom mesh for NDO work preview?
after that you just hit refresh to see your updates!
Thank you! It works! Would be nice to have this information in NDO help section. I have noticed that many people have such question.
It seems to be the end of the beta, but will it also be the release, or will we need to wait a little more about that ?
(I'm wondering if I'll need to say farewell to the new NDO soon ) ( T^T )
We hope to have some better documentation on this soon, hope this helps in the meantime!
@wencesias - On september 8 the beta will end and the tools will be released as a retail version!
It will be a free upgrade for anyone who already have a license, so if you already own DDO the new DDO will be free for you. If you don't already have them they are still very affordable at 99 dollars for the freelance version of the suite.
Eric Ramberg- Thank you, I will contact you as soon as I can.
My one question, don't know if you can answer this yet, is whether there is a plan for more dynamic seam masking? DDO is amazing, but I do tend to find a lot of seam issues once I make my maps. I was wondering if there are plans to remedy this, or if I'm just missing an already implemented feature to correct DDO's seam errors?
Cheers all,
Keep up all the great work guys.
thanks for the update... d/l now
Nice splash too (
@vipera - Sorry, in the next release!
1.3 or 1.4?
when will come final version?