Gumroad: To be announced
Blender Market: To be announced
Discord: Support channel.
This quick start guide will help you get up and running with the addon.
Setting Paths ⤒
The addon will tell you if anything is not set correctly.
If you’re seeing this message, it means you must set the correct Quixel Mixer Application installation directory containing “Quixel Mixer.exe”.
You also have to provide your Mixer Files Path containing your Mixer’s projects.
By enabling “Use .blend filepath as Mixer default export location” the addon will create the corresponding folder structure and set the Mixer “Export Location” to this folder path.
For example, if you’re working with C:\my_scene.blend file, the addon will create a new folder: C:\my_scene\ which will be set as your Mixer “Export Location”.
Workflow basics ⤒
This addon is here to simplify the iterative workflow between Blender and Quixel Mixer.
Its purpose is to save time and reduce any errors that could happen within a manual process.
To be working, the Blender’s scene has to be saved since its filepath will be required for various operations.
Here are the main steps of workflow:
- Select a mesh
- Input a Mix name
- Click on “Edit with Mixer” (the mesh has to have valid UVs)
- Work on your mix within Quixel Mixer as usual
- Click on “Export to disk” or “Quick Export” in Quixel Mixer (then close it)
- Click on “Import Shader & Maps”
- Tweak any necessary values (material & displacement properties)
- Iterate as necessary!
Detailed workflow ⤒
From Blender ⤒
After selecting a mesh, the UI will change as follow:
You will need to input a Mix name.
Clicking on “Edit with Mixer” will:
- Create a new Mixer project named after your blend file (if it doesn’t exist yet) in the Mixer project path location
- Create a new Mix inside this project, named after the name input field (if it doesn’t exist)
- Bake the material ID maps (with applied modifiers if the option is checked), many files will be generated if working with UDIM
- Export all the meshes, part of the current Mix, as an FBX, after applying each modifier and joining every meshes into a unique one, then link that FBX to the Mix
- Open Mixer application
To Mixer ⤒
Unfortunately, there are currently NO command line or API for the Quixel Mixer application, so there is no way to directly open a Project / Mix.
So, one has to select it manually and then click open.
The addon will have created an easy project to find since its name will be the same as the working Blender file.
And the new Mix to select will have a Blender icon and your imputed Mix name. That icon will be updated to a regular preview once the Mix is saved from Mixer.
By default, the addon will create a Mix with this settings:
- Texture Preset: Metalness Map
- Export Location: “[Current Blender filepath] \ [Current Blender filename] \”
- Texture Sets: Single
- Texture Set 1 / Material ID: materialID.1001.png
Changing these settings is up to the user and won’t interfere in any way during the next steps.
Work as usual with your Mix and export the maps via “Export to Disk” or “Quick Export” and close the Mixer application.
Working with separated Meshes
Working with UDIM
And back again! ⤒
Import Shader & Maps
Once a Mix has been automatically detected by the addon, the UI will add a new functionality:
The “Import Shader & Maps” functionality will:
- Create a Shader named “mixer_[MeshName]” (if any material is already assigned)
- Populate the shader with the new generated maps
- Create a new texture named “Mixer_Dips_[MeshName]”
- Assign the exported displacement map to that texture
- Add a “Subdivision Surface” modifier (with viewport & render level set to 0) to the mesh (if not already present)
- Add a “Displacement” modifier to the mesh, using the new “Mixer_Dips_[MeshName]” texture (if not already present)
Tweak Material & Displacement properties
The addon will look for particular nodes inside the Shader to detect if it is compatible and if so will show that new UI:
This UI exists so you won’t have to dig into the Shader Node view to change any value like:
- Ambient Occlusion (Albedo multiplication factor)
- Albedo Hue/Saturation/Value
- Albedo Tint
- Min & Max Specularity
- Min & Max Roughness
- Normal strength
Additionally, the UI adds the possibility to directly tweak the mesh modifiers:
- Subdivision Surface viewport level
- Subdivision Surface render level
- Displacement strength
Working with UDIM
You can iterate the whole process as many time as desired:
- Select a mesh
- “Edit with mixer”
- Find your saved Mix
- Work on your Mix
- Export the maps
- “Import Shader & Maps”, which will update everything while keeping your additional tweaks