Quixel Megascans Collections

Quixel Megascans, the #1 scan library used by all major game and film studios, is finally available for Unity.
3D scanned objects, surfaces and vegetation, prepared for optimal performance and PBR pipelines, at your fingertips.

We’re extremely proud to introduce our Lavafield collection, as seen in Unity’s ‘Adam’ demo: Unity Asset Store - The Best Assets for Game Making

And our Valley collection, used in Unity’s ‘Book of the Dead’ demo:

Our Wasteland collection:

Industry veteran Josh Powers breaks down his environment building workflow, and shows us how he uses Megascans Unity Asset Packs, Megascans Bridge and Quixel Mixer to quickly create AAA quality scenes straight inside Unity.

Our Megascans collections enable small teams to create AAA quality environments extremely quickly.

Please feel free to post any support related issues in this thread!

How to use this content? I have 2018.1…everything is purple.

I not Super Excited that a company as successful as yours is charging the FULL PRICE for the same asset for EACH Pipeline. It means you are charging $199.00 for just changing the shader code. I believe this is a Precedent that you don’t want to start in the Asset Store. Especially with someone like myself that has purchased all your software.

Agree…it reads as disingenuous.

Hi there,

Could you be more specific as to which pipeline you’re using? 3D, Lightweight, High-End?

Hi,
Actually if you purchase either pipeline, you get the other one for free, it’s unlocked automatically on your asset store account. IF you’ve purchased the pack and this isn’t the case, please contact us directly via support@quixel.se and we will make sure the issue is resolved for you.

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Hi,
Again as mentioned above, you should receive both pipelines on your asset store account when purchasing one of them. If this isn’t the case please get in touch so we can resolve the issue.

The reason the pipelines are separate on the asset store, is because the High-End pipeline materials require different texture packing options, as well as some other technical requirements which meant packing all of the content from both pipelines into a single package was not an option.

We absolutely wanted you to enjoy the ability to use both pipelines content with a single purchase, we’re sorry if this hasn’t been made clear, and we’ll update our descriptions to make sure of this.

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HD version. I tried the beta of 2018.1 plus the repo located here…but I’m not sure if that’s what I was supposed to use: https://github.com/Unity-Technologies/ScriptableRenderPipeline

Thanks for the response.

Everything being purple indicates that you’re maybe trying to use the LT pack in a High-End project, could this possibly be the case?

The new SRP system from Unity typically only installs the shader packs required for whichever project template you’ve created, so just to be sure, please double check that you’ve created a High End project, and are using the High End collection.

Please let me know if i can help further.

I sorted it out. The gotcha for me was just that this asset store package is shown as needing “2018.1” and technically that is true, but there are other steps involved. SRP is new…and there are a few github projects relating to it. After you find the correct one…you then need to learn how to work with the package manager (for now manual editing of manifest files) so that all the dependencies of that pipeline get loaded up. Turns out…the easiest way around all of this is to use the Unity Hub…because of the “templates” feature…there is a template for SRP HD. So…get 2018.1, get the ‘Hub’, use the template, then unpack this beautiful asset.

https://blogs.unity3d.com/2018/01/24/streamline-your-workflow-introducing-unity-hub-beta/

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Ah yes, i’m sorry i should have thought of this, i’ve been using the Hub to create all of my test projects and i had just assumed that projects created without it would work in a similar fashion. Thanks for the info!

Industry veteran Josh Powers breaks down his environment building workflow, and shows us how he uses Megascans Unity Asset Packs, Megascans Bridge and Quixel Mixer to quickly create AAA quality scenes straight inside Unity.

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Excellent! I might try this once I save up enough to afford it. If people want to check out SRP, the fastest way is to create a new project using the LW or HD template. Today’s blog posting reveals more: https://blogs.unity3d.com/2018/04/26/how-to-get-the-most-out-of-the-new-unity-project-templates-in-2018-1/

Stuck in an import loop. In using the Valley LT collection, during import, I get a prompt, no matter which option I pick, it just loops back and keeps asking the same question and never finishes the import. I’m using Unity 2018.1.0f2

Hi! In order for me to help you with this as quickly as possible, are you using the LT or Legacy/Standard project template?

If you’re using LT, you shouldn’t see this message at all, and it’s something i need to look into right away. If you’re using the Legacy/Standard template, then it could be that for whatever reason, it’s asking you for every asset in the pack, which i understand can be frustrating.

In either case, to alleviate this problem for the time being, i would advise you do the following:
Close Unity
Go to your project folder, and locate ‘Assets/Quixel/Scripts’ folder.
Delete the files: ‘MegascansPostLegacyCheck.cs’, and ‘MegascansPostLegacyCheck.meta’.
Restarting Unity should start importing the rest of the files, if it doesn’t and you need to reimport the package, make sure to NOT include the ‘MegascansPostLegacyCheck.cs’ file in the import.

Once your materials are imported, they might all be bright pink/appear broken, this will be due to a mismatch between their shader type, and your project type. In order to fix this, in the asset browser search bar, enter the following:
t:material “qxl”

Edit: I’ve written a script which switches the materials for you, just drop it into your ‘Assets/Quixel/Scripts’ folder, from there you can right click, and go ‘Quixel > Convert Materials To x’ where ‘x’ is the target shader type. It should be attached to this post.

This will allow you to select every material from the package, you can then change all of their shaders at the same time to the correct one for your package.

Please let me know if you have any trouble with this.

Hi all!

After the last post, we felt it might be a better idea to remove the automated conversion attempt on importing the asset packs. Instead, the asset packs now come with the MaterialSwitch script attached to this post.

Please let me know if there are any problems =]

3509168–280106–MegascansMaterialSwitch.cs (1.83 KB)

Hey Quixel, why you create Quixel Mixer app on Unity? :slight_smile: And why importer code soooo ugly?

Hello!

I’m not sure i understand this question… Could you please elaborate?

I mean why Quixel Mixer desktop application is made on Unity and not by something more specialized?

Hello Everyone. After i import the Megascans_Importer_HD_V1.05.unitypackage. I got this error:
Assets/Quixel/Scripts/MegascansImporter.cs(558,42): error CS0234: The type or namespace name Rendering' does not exist in the namespace UnityEditor.Experimental’. Are you missing an assembly reference?
I use Unity 2017.4.3.
Thx for any answer.

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