Sorry for posting here but Quixel forum is bugged for me and I'm stuck in an infinite login loop.
I would appreciate if someone could give me some straightforwards answers as most of the threads on their own forums are answered by their community manager with some vague answers and most of the follow up question are left unanswered completely.
What even is a megascan? I know this sounds dumb but the collection on their website
https://quixel.com/megascans/home shows everything (2D,3D, textures, brushes) as megascans. This leaves only "smart materials" in local library to be safe to use for commercial purpose. Is everything else off limits?
How do I even know I used a megascan? When I open the asset manager usually there is "megascan surface" or a similar description but for example if I download a megascan brush and paint with it the asset manager just shows paint layer map. If I download a brush from some other place can I even know it was a megascan?
I know I can't make a texture with megascan and sell it but there are exceptions when you add 50% of your own value or sth like that. Of course that it just another non-specific phrasing that makes me afraid of breaking the terms. If I make a 3D model and texture it with megascans (for example use scratches brush) am I now unable to sell the model?
Another thing is Unreal. I got and infinite points because I once wanted to try it so I got a license even though I never really got to use it. I found this "You'll need a paid subscription to use Megascans legally, unless you're working in Unreal Engine as the final destination point". What does that mean? I'm unlikely to use UE since I'm not a dev. I'm currently just learning to model so all my work will be static renders in Blender and possibly selling those models. UE is not the "final destination point" so can I even use megascans? Do I need to render in UE?
Thank you.
Replies
this is a myth, there are no rights for altered content that arent covered in their copyright unless explicitly stated.
unique content textured using megascans is probably fine to sell - i am not a lawyer and you shouldnt take this as legal advice
youre getting caught up in the details, i think common sense here should guide you. dont resell assets you dont have the rights to.
(i) bundle, incorporate, or distribute Licensed Assets in or with any digital content creation software (including, without limitation, tools for the creation of user generated content) that is monetized or used to generate revenue, directly or indirectly, by You or any third party; or
(ii) except as permitted in Section 4.3, permit third parties to use or access the Licensed Assets to modify or extend your Product (including, without limitation, via digital content creation software such as a mod-kit) if such use or access is monetized or used to generate revenue, directly or indirectly, by You or any third party.
your answer is in the eula
If you're just using the assets Mixer ships with, you're good to go. Mixer and its included library of materials are free-to-use for commercial and non-commercial purposes.
WRT Unreal, you're legally obligated to work with Unreal Engine in exchange for free access to the Megascans library if you're signed up under the Unreal Unlimited plan as you've noted. There is no stipulation in the agreement for working outside of UE unless you're using other tools to modify Megascans assets for use within Unreal. Rendering assets outside of UE on a UU plan is strictly prohibited.
Since UE is a real-time renderer, am I correct assuming there's no actual use for Quixel Megascan (UU plan) if you're incorporating its content within projects made in eg. Blender or Maya in which project you're also using custom shaders and nodes unique to specific renderers? I mean, you'll never end up with the same result in your UE renders as you would in eg. Cycles or Arnold? I'm certainly not questioning this from a business standpoint (of course a library like this can't just be free), but to clarify: this is only useful if you intend to make game content, or archvis using Twinmotion and/or if you're happy seeing different results in your final renders compared to what you're designing in your 3D app of choice.
Though, as I haven't tested UE yet, I'm curious. How hard is it to replicate what you're looking at in your 3D app, in UE, working with both realtime renderers like Eevee and Redshift, as well as not working in such, prior to bringing the scene into UE? And lastly, a super dumb question probably: is there a way to purchase licensed assets within QM for use with rendering outside UE?
You'd need to sign up for a paid license via https://quixel.com/pricing and keep all UE-only content separate. This is done by having two accounts and keeping the assets from both plans in two different libraries. With regard to syncing up Unreal results to offline, I'm sure someone's made a script or something to that effect that helps get offline renderers to produce similar visuals.