Plugin for quixel?

It would be great if we could use quixel company material
Developers think
There is currently no plugin that can do this and the rhino needs it


I don’t understand. Is there some reason why their textures and materials would need a special proprietary plugin?

Are they DRM’ed?

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This enables us to use Megascans live

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Yes please - and all the mapping channels, displacement, normal etc.

I believe these are PBR-style materials, meaning you can just plug-in the textures of these materials into a Rhino WIP Physically Based Material…

Displacement doesn’t work yet, but is being worked on very hard.

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It takes a long time, but with this plugin we can automatically apply all textures…materials settings.

load all mapping

If the exported textures follow the correct naming scheme I believe you should be able to use the Additional effects > Create from texture files... path in a Physically Based Material. Loading one should load all.

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Quixel is of course welcome to create a plug-in to make the interoperation seamless :slight_smile:

Yes exactly I hope we can use it one day​:wink::wink:

@nathanletwory @mehran09197306634me I doubt they will …

Although I had an idea to make it - but I’m quite busy with RN already :wink:

Maybe someone has enough free time to build it. It needs some basic knowledge of TCP as it ‘talks’ over sockets - dropping GitHub examples prepared by Quixel Team - There’s PY and C# option :wink:

If someone wants to try I can assist as much it will be possible in my schedule.

Otherside of the whole operation is making them properly link to engines slots - as usually engines devs don’t expose any API and most of renderers are barely scriptable if at all - vray is exception as it allows some operations - it would be different story if rhino material would be a container like it is in max but:

  • in rhino don’t have such integrated environment of material editing etc.
  • engines devs never put effort to merge it and from my observations most functionality is built on top of it.

Question about the Physically Based Material - What does the “Create from Texture Files” do? I just see a selection dialog. Is this supposed to automate the loading of files to channels based on what is in the folder? There does not appear to be a diffuse or albedo channel until you click through other options like roughness, then a diffuse channel shows up. Is this approach intentional? Displacement / Bump doesn’t appear to work. Shouldn’t there be both a Normal and Displacement channel?

Any news on this topic?
It would be still nice to have the possibility of importing easily textures/objects from quixel megascan.

This should already work a lot better than it did back in December using the workflow described above.

If the developers of Quixel need some help developing a more integrated link to Rhino, we would love to hear from them.


Thanks for the answer.

But, first link shows an error when opening. Second one I have no idea how to run.
Any advice :slight_smile: ?


Which links? Those which I provided? Both works here.

Hmm… Don’t see a reason for that - thing is always constrained to engine recognition and populating slots - maybe wrapper was improved and I’m not aware of that? Could be why not.

I talked with them a few times and from my knowledge its not considered - but anyone can write a link using the above examples.

Would it be possible a quick explanation on how to install it then?


Hi, those aren’t rhino plugins those are just examples of code (plugin is misleading probably as here it stands as MS plugin not rhino plugin) in order to make bridge happen you need to write own rhino plugin (or anyone else) to recieve data on rhino side and connect it to proper materials slots for desired renderer and in case of meshes handle import of those.

I needed an implementation myself, so I went and coded one up.

See: RhinoBridge release

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