Some kind of nice workflow between Blender's Cycles renderer and DDO would be a god send. I know were going from PBR to raytraced complex materials and that is a major pain, but it would be amazing if there was a preset within DDO and a blender node setup that would simply involve us plugging in the textures and having the…
Thanks for the thread and focus on a blender-quixel pipeline. For me, was some confusion with understanding the differences in legacy to suite, example... The (awesome(older) tutorials one being the chainsaw. With legacy ddo, the .fbx file was in place to import into blender and add materials to your project. With quixel…