Quixel Bridge allows you to export your assets to a variety of DCC tools and game engines. You can export as many assets as you want by selecting them all at once (multi-select) and exporting them to the tool of your choice with a single click.
Export Settings allow you to configure your export destination (tool/location). It also allows you to set up single click export. Additionally you can set up the asset resolution, file format, mesh file and LODs for your assets.
To export an asset, go to the Local filter and hover on the thumbnail of a downloaded asset. This will reveal the quick export icon. Click the icon to export your asset in a single click.
To configure the global export settings for assets, click on the asset to open the right panel and then click the gear icon at the bottom of the panel or go to Edit > Export Settings.
Export Settings
In the Export Target tab you can set up the DCC tool or game engine you want to export the asset to.
In the Textures tab you can choose which maps you want to export, specify the export file format and configure channel packing for your maps before exporting.
In the Models tab you can specify the export resolution and format of the selected asset.
In the Filenames tab you can specify your own custom naming convention for the exported maps, models and folders.
You can hit Reset to Default to restore default settings at any time. This will revert to the default settings of the Bridge app.
Multiple Asset Download & Export
You can download and export multiple assets together.
- Use CTRL+Click or CMD+Click, to select the assets that you want to download and export.
- Click the Settings icon
to modify download or export settings.
- Click the Download or Export button to download or export all assets with one click.
Export JSON format
When exporting assets, the information about the asset and the map files will be exported in the following JSON format:
{ "activeLOD":"", "isExternal":"", "exportPath":"", "namingConvention":"", "folderNamingConvention":"", "isCustom": false, |
- id - The asset id
- name - Asset name
- type - Asset type
- resolution - Resolution selected during export
- path - If ‘copy map files’ was selected on the Export Settings dialog, this is the directory path where the asset was exported to, otherwise it’s the path to the source folder where the asset map files reside
- scriptFilePath - If export is through a script (eg:marmoset/maya), then this will have the directory path of the script file
- textureFormat - The format selected during export.
- activeLOD - The LOD selected during export.
- isExternal - Is the asset a third party asset (Non-megascans assets) or not.
- exportPath - The export set in “Advanced Settings”.
- namingConvention - The naming convention set in “Advanced Settings”.
- folderNamingConvention - The naming convention for the asset folder name based on naming convention.
- isCustom - The export asset was a custom asset or a Megascans asset.
- meshVersion - 1 for assets with single variation and 2 for assets with multiple variations.
- [meta] - The meta data for the asset
- key - Type of the data.
- name - Name of the key.
- value - Value of the key.
- [components] - The map-components files
- type - Type of the Map
- format - File format (usually same as asset textureFormat)
- resolution - Map resolution (usually same as asset resolution)
- name - File name of the map
- nameOverride - File name of the map after applying naming convention rules.
- path - Directory path for this map file
- [packedTextures] - The channel packed textures data
- type - Type -- unused, always model for now
- format - file format (usually same as asset textureFormat)
- resolution - Texture resolution (usually same as asset resolution)
- name - File name of the mesh
- nameOverride - File name of the texture after applying naming convention rules.
- namingConvention - Texture name specified in the preset.
- path - Directory path for this mesh file
- [channelsData] - The channels data of the channel packed texture. The data is stored in the Red, Green, Blue, Alpha and Grayscale variables.
- Red - The channel data for Red Channel in the form of array.
- Element 0 - Name of the texture used in that channel.
- Element 1 - Channel of the image i.e. ‘R’ from an RGB image or ‘gray’ for a grayscale image.
- format - file format (usually same as asset textureFormat)
- resolution - Mesh resolution (usually same as asset resolution)
- name - File name of the mesh
- nameOverride - File name of the mesh after applying naming convention rules.
- path - Directory path for this mesh file
- [meshList] - The mesh files for 3d assets
- type - Type -- unused, always model for now
- format - file format (usually same as asset textureFormat)
- resolution - Mesh resolution (usually same as asset resolution)
- name - File name of the mesh
- nameOverride - File name of the mesh after applying naming convention rules.
- path - Directory path for this mesh file
- [lodList] - The LOD files for 3d assets
- lod - Number of LOD.
- variation - Number of variations (Only available with assets with multiple variations.)
- format - Mesh format (FBX or OBJ)
- name - File name of the mesh
- nameOverride - File name of the mesh after applying naming convention rules.
- lodObjectName - LOD object name after applying naming convention rules. (Used to name LOD objects appropriately in DCCs. or Game Engines.)
- path - Directory path for this mesh file
The path is the absolute path of the downloaded asset on your machine. When exporting, you can also choose to make a copy of the asset files such as maps and LODs to a specific folder on your machine.
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