Support for loading in Quixel Mega Scan objects directly into C4D. Select an object to load from the Content View and in one click you can load in the entire model and all tetures, or just the textures and materials.
Please note that at this stage only version 1.8 is available in the bundle. 1.9 will be coming soon.
R20 MegaScans Update 1.9
The 1.9 update is available for R20 users only.
This includes a new MegaScan Tag to make it easier to link textures up to materials in c4d standard materials, nodes as well as other rendering engines. Watch the following video for more details…
MegaScans 1.8 Features Overview
The features in 1.8 are available to all C4D users of R17, R18, R19 and R20.
Step 1: Set the megascans folder
Note: From R20 onwards these are part of MegaScans Plugin and will be in their own Preferences section for MegaScans.
Open up the C4D preferences
Select 4D Publish
Set the folder where all your Quixel MegaScans are located
Step 2: MAterial View
Note: From R20 onwards these are part of MegaScans Plugin and will be in their own Content View.
The Material View now has a dedicated tab just for MegaScans. All the scans from your chosen folder will be displayed in this tab. Double Click to load in the model, create a material and load in the textures.
Note: You may need to use the Reload All Textures, after loading to ensure that C4D updates its OpenGL textures.
Step 3: Right Click for Menu
Alternatively you can right click on an item and do one of the following.
Load MegaScan: Same as double clicking
Load Model: Just load in the model, no materials or textures.
Create Material: Load in the material and all the textures used on the scan.
Use As Stamp: Use the Albedo image as a stamp for painting or sculpting.
Use As Stencil: Use the Albedo image as a stencil for painting or sculpting.
Step 4: Set LOD on the MegaScan Object
When you import a full MegaScan model it will create a MegaScan Object directly in C4D. From the Attribute Manager you can change the level of detail and texture resolutions to use when both in the editor and when rendering.
For further information be sure to check out the official help documentation.