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General => Image Sharing => Topic started by: zaxxon on September 06, 2016, 03:07:00 AM

Title: Quixel Megascans in Terragen
Post by: zaxxon on September 06, 2016, 03:07:00 AM
I just subscribed to the Quixel Megascan site and tried a few of the assets in TG as a test. Honestly I was a bit surprised at how well they translated into TG, and they render pretty quickly for "Hero" objects.  The test05 image was sort of tossed together with the first few assets I acquired, but I think it shows off the TG renderer fairly well. The image test05 rendered in a little over an hour at 1.5 detail and 8 AA, not bad. The Oak trees and the grass are my assets from Speedtree.
Title: Re: Quixel Megascans in Terragen
Post by: Dune on September 06, 2016, 03:10:07 AM
They're wonderful assets, aren't they? There's a map that can be used to darken crevices, did you use that as well?
Title: Re: Quixel Megascans in Terragen
Post by: zaxxon on September 06, 2016, 03:25:03 AM
Hey Ulco! No I'm not; there are 'cavity' maps certainly, but these images only used 3 maps:'Albedo (diffuse), 'Displacement', and 'Specular'. There are numerous other map generated as you probably know. I've only had a few hours to play so far, and tomorrow's not that far off!
Title: Re: Quixel Megascans in Terragen
Post by: Kadri on September 06, 2016, 05:14:35 AM

They look good.
Curious why "1.5 detail and 8 AA" for a still image ? Was there a problem with lower settings?
Title: Re: Quixel Megascans in Terragen
Post by: yossam on September 06, 2016, 11:30:47 AM
Ulco,


Where do you place the cavity map in the shader?


Cornfused


Richard
Title: Re: Quixel Megascans in Terragen
Post by: Jo Kariboo on September 06, 2016, 12:12:05 PM
Look real!
Title: Re: Quixel Megascans in Terragen
Post by: zaxxon on September 06, 2016, 01:14:07 PM
I'm with you Yossam (cornfused?), where would you plug in the cavity shader, or the AO shader as well? These all use the 'default shader' and only three maps. I did try adding the additional maps without any appreciable change (at least for the better).

Kadri: I used the higher detail of 1.5 because my initial test at .8 rendered so quickly I thought, why not push it?  The programs from Quixel that support the Megascans have some preset export settings to the usual suspects: V-Ray, Octane, Redshift, IRay, Unreal, etc. I attached an image showing the I-Ray preset network. Be nice if these additional maps could be utilized in TG at some point. The detail levels out of V-Ray are are really fine, but 1.5 in TG is probably over-kill.

Thanks Pierre, but I really don't care for that composition much. Even as a test I hate to not put up a quality image  :(, I just got a little excited with the cool assets! The cost of these things isn't bad. I subscribed at the $29 US a month (cancellable at any time), that get's you the two support programs; Studio and Bridge, and fifty points worth of assets a month (assets range from 1-8 points). You can 'refill' your point basis for a discounted cost at any time, plus they do sell asset packs for between $79 and $99. To me, the quality is definitely worth it.

The 'Studio' app is really a fun package: https://www.youtube.com/watch?v=sNLOBO1hrpo

After just a few minutes of playing I was hooked. Now the trick will be to bring these into TG. I've started to experiment a bit, but there are free 'Surface' samples at the Quixel site, and if any of you folks have a solution it would be much appreciated!  :) I did attach a screenshot of a QStudio surface that took about 5 minutes to cook up.
Title: Re: Quixel Megascans in Terragen
Post by: TheBadger on September 06, 2016, 04:38:23 PM
Zaxxon,

Would very much like to see how a tiled surface looks in tg on a big scale. Thanks for that youtube link. Very interesting.

I suppose if they get popular, that library will grow by orders of magnitude. 8)
Title: Re: Quixel Megascans in Terragen
Post by: bobbystahr on September 06, 2016, 04:49:44 PM
Nice but at 19 bucks a month there's an upgrade to TG when the time comes....
Title: Re: Quixel Megascans in Terragen
Post by: zaxxon on September 07, 2016, 02:04:23 AM
Hey TheBadger! How's it going? The Studio app lets you display the tile of the surface out to a virtual infinity, but the ground tesselation is only 2k at the moment, so some limitations. Still, this is a cool one. A sort of layer compositing app with displacement and texture.

Bobbystahr, I hear you friend, but who knows what lies around the corner?

Title: Re: Quixel Megascans in Terragen
Post by: Dune on September 07, 2016, 03:34:25 AM
 :D

You can add an image map shader (UV) to the mask input of a no-color surface shader and have a color adjust with ~0.8 gamma as a child. That's what I used the cavity image for. Darkens the cavities, obviously.