Wow!!! These are some incredible new features! Thank you so much for adding these new optimizations, and for generously allowing users a solution to claim the entire existing Megascans library for free through 2024! That is mind-blowing, and means SO much for indie developers like myself.
the problem im having is, integration! and the textures are all JPG… how is THAT an improvement?
and the textures are all JPG… how is THAT an improvement?
Actually, that’s simply awesome!! Previously, I would get massively bloated downloads where a single diffuse map would take up 200 MB as an .exr file. Now imagine downloading hundreds of Megascans assets for your project… you would need enormous amounts of storage space. So if they have decided to switch back to ultra-efficient high-quality .jpg files like we had in standalone Bridge, that is super great news indeed!!
Thank you Epic and Quixel for the free Megascans, this is very generous!
Are there any plans to bring these shaders to Unity?
Thank you @Yasir1986 and Quixel for this!
But please, how to update already imported assets?
Please, could you make a button, plugin, or something, to update our already created projects with every new updated model, material and texture? Just to illustrate: imagine updating the Electric Dreams demo.
In addition, something similar: I have downloaded the raw versions of the new Megascans ready scenes, like the unfinished building or the Africa one, but some textures are only 2k or even 1k. Would be interesting to be able to (easily) update every asset to the top tier preset, for example.
Thank you so much!
You know jpg its tier 0 quality, the worst, right? EXR it’s the best what you can get, if you’re a roblox guy then oky but there are people who want 100% quality.
Thank you!! thats my point.
lossless for work, compression for production!
Quality first, THEN compress down to what you need after, you cant make quality out of a bad JPG
The change to ORM from ORDp is really annoying, especially for surface textures. This breaks every material that could take the old textures in order to include an often empty metallic channel. ORM isn’t really a ‘standard’, sure it’s commonly used, but you already had a standard that people built on. (cue the XKCD ‘now there are two standards’ comic)
Along with this, removing the displacement textures from many of the surfaces for being ‘low quality’ doesn’t make much sense. I would take ‘low quality’ over ‘no quality’ any day.
I hope that there are channel packing tools in the works for Fab for UE so we can choose what we need before it’s downloaded. I yell at my screen every time I open up the blue channel of an 8K ORM texture just to see that it’s nothing.
Yes, I’m a quality guy too; but one would have to pixel peep an 8K .jpg image pretty severely to be able to actually see the difference in real life. Moreover, once it’s imported into Unreal, it’s recompressed anyway (unless you use a massive HDRI setting), so whatever minimal gains you get from the .exr file are mostly lost anyway upon import.
That said, it’s always great to be able to satisfy all workflows, so the option to download .jpg or .exr files should really be made available.
Curious if anyone has tested downloading the same asset through the .zip on the FAB website and then through the FAB plugin in Unreal to see if the size of the .uasset files indicate they are downloading as .exr and being repackaged (as was the case with the Bridge plugin) or whether they are actually downloading as .jpg (as was the case with Bridge Standalone)? If not, I’ll have to test this.