I already have a bunch of materials that I downloaded through megascans that are stored in a folder created by megascans. To import Megascan assets in twinmotion directly do I have to download these materials and models through Twinmotion again to the different path for twinmotion library? Is there a way to use these downloaded megascans assets in twinmotion. It would be a big waste of storage to have copies of the same files in different folders.
Hello Ingle ,
Thank you for posting in the community regarding the megascans assets. In Twinmotion there is no need to download the materials from Quixel directly, unless you need to customize them. They are optimized for Twinmotion with the LOD needed as well.
You can manually create them from your already downloaded assets but you will be doing extra work. You do have access to the individual maps when downloading them from the Quixel site, additionally you have defects that are not in the Twinmotion library and can be added individually when needed to any materials. Here is the video referencing this process: https://youtu.be/cBmwHlM3kfg
Hope this helps and let me know if you have any follow-up questions.
Kind regards,
Vincent B.
Hello
Thank you for the response, the video cleared everything up, it does seem to a few extra annoying steps. I believe if I try to add that imported material to the 'User Library' it would save that in a different folder then and use storage am I right? Then next time I could bring that directly in, would you recommend that, i.e. save it to a User Library on the cost of more storage.
Also on an unrelated note, I a switched from Lumion to Twinmotion and found it difficult to achieve 3D grass on/as material easily. Either I have to vegetation scatter a lot which slows down the program, or paint vegetation which is not precise in case of lawns. Is there a workflow for achieving that, or a possible future for such feature where I just select the material and have realistic grass.
Thanks a lot
Salient_hope
Hello Ingle ,
Thank you for your reply and we have released this quick tutorial today for getting 8K textures done with Quixel assets. This is the same process if you want to create 4K textures. https://youtu.be/5G_Nr63476U
When saving your Quixel materials to the user library it creates a tml file in the specified path from your Preferences > Settings > Custom Paths, which includes the necessary texture as part of each tml file created.
You can organize the user library with folders as well.
Note that you can also keep the Quixel downloaded assets in that library and also quickly sort them by adding favorites to ones you use frequently. I don't recommend downloading them all as it affects the loading time of Twinmotion to have large libraries. When downloading textures from the Twinmotion > Library > Quixel Megascans > Surfaces those are typically saved as 2K textures.
Regarding the grass issue you are describing, at this time the vegetation paint and vegetation scatter should both be used depending on how you have modeled your topography. It is not recommended to use everywhere and where necessary based on the environment desired. The more vegetation the more VRAM and RAM will be required to load and operate the scene.
I recommend you look at the road-map and you can suggest improvements to those tools: https://portal.productboard.com/7pu88c9kpmqtzt8hwg6arujh/tabs/4-under-consideration
You can also ask in the facebook group regarding the grass and what others might recommend.
https://www.facebook.com/groups/twinmotion.community/
Watching the youtube playlists from our channel could help understand certain techniques:
https://youtube.com/playlist?list=PL6jXt5vX3A7NigZM_U3O1MphU-RAcE3DN
https://youtube.com/playlist?list=PL6jXt5vX3A7M-yVXHbo6REWOyuVtyCx-6
https://youtube.com/playlist?list=PL6jXt5vX3A7O4tmNM8mEs_1sv67QvkCHu
Hope this helps.
Kind regards,
Vincent B.