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Blender Cycles - Quixel Suite (DDO)

The title is pretty self explanatory I think, but please allow me to elaborate.

Has anyone managed to get any kind of a pipeline working between the Quixel Suite, specifically DDO, and Blender's cycles renderer and if so how? I'm very interested due wanting to create PBR materials with the Suite and bringing them into cycles for baking things like global illumination and what not for simpler games. I have however found no usable configuration in DDO or nodes settings in blender that makes this practical. Blender's cycles use's a rather strange material system which seems to have a very odd implementation of gloss and specular maps, ergo the reason i'm asking for help.

The game I'm primarily wanting to do this for is Second Life which uses only a diffuse, normal and specular layer. The simple render engine requires the artist to bake much more lighting details into the diffuse map to create a more realistic scene. I guess in short what I'm trying to do is texture in DDO, bake some more lighting details into my diffuse, and bring this all into Second Life.

Any input would be great!

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