The following need to be set up for you to get your MetaHuman characters from the Creator web tool to other tools like Unreal Engine and Maya. Quixel Bridge is used to download and export your MetaHumans between these other tools and provides direct access to the source assets and Unreal Engine assets.
Indicates that this MetaHuman has been updated in the MetaHuman Creator Tool since they were last downloaded to your machine. You must update them to see the latest changes locally. To do that, you can either:
You can download and export any MetaHuman Presets or MetaHumans linked to your Epic Games account in Quixel Bridge. Click the MetaHumans filter and select one of the following two options:
Download Settings enable you to configure settings relevant to the MetaHumans you want to download. For example, you can specify the types and formats of textures and models/assets you want to download.
Export Settings enable you to configure settings for sending MetaHumans directly to a supported platform by installing a plugin. For example, having a running instance of Unreal Engine open will copy the MetaHuman game assets and configure needed project settings, plugins, and console variables to load a MetaHuman directly into your project. To use the export option, you must have already downloaded the MetaHuman you want to export.
The MetaHumans filter provides a couple of ways to get started downloading your characters; by hovering a MetaHuman asset tile and clicking on the download icon, or by selecting the MetaHuman asset tile and using the information panel that opens on the right side of the screen.
When hovering the mouse over a MetaHuman asset, the Download button appears in the top-right corner of the tile. When using this option, it will use the default settings if none of the Download Settings have been configured, otherwise it will use what has been previously set. This is important to know in case you've already been using Quixel Bridge to download other 3D assets from the Quixel library, as these settings are globally applied and not all settings are specific to MetaHumans.
Clicking on a MetaHuman asset opens the information panel on the right side of the Bridge interface. It provides access to download and export settings and possibly other relevant information about this asset. This is where you'll configure settings and texture resolution options before downloading them.
MetaHuman asset generation can take a little while to process. It largely depends on the assets being chosen, their texture resolution, internet speeds, and how many are in the Quixel Bridge queue to generate assets. On average for a MetaHuman with 1K textures, it takes about 20-30 minutes to generate and download the assets.
While downloading or updating a MetaHuman, Bridge will display progress as a percentage on their thumbnail. This process consists of two parts: generating your MetaHuman's files and Assets, and downloading them to your machine.
When selected, there is a Textures and Models tab that has some selectable options available for choosing which types of textures you want to include with your downloaded assets, and what type of assets you want to download.
Once download of a MetaHuman is complete, they are also available in the Local filter of Quixel Bridge, along with other assets you have downloaded. From here, you can manage your assets by navigating to where they are stored on your local drive, seeing related content, and using the export options (discussed in the next section of this guide).
In addition to downloading your MetaHuman characters, you can directly export them to running instances of Unreal Engine and Maya and have them automatically imported and instantly available using the Quixel Bridge plugin.
Assuming you've already downloaded a MetaHuman asset, hovering over a MetaHuman asset tile replaces the download button with the Export button in the top-right corner of the tile. When using this option, the default settings are used for the Export Settings unless they have been previously configured.
Clicking on a MetaHuman asset opens the information panel on the right side of the Bridge interface. It provides access to download and export settings and possibly other relevant information about this asset. This is where you'll configure settings and texture resolution options before downloading and choosing to export them.
Only assets which have already been downloaded can be exported. For example, if you've only downloaded the 1K textures but not the 2K or 8K ones, you will need to select them and download them first.
When an export target is set to Unreal Engine or Maya and you click the Export button, if an open instance of either of them is running, the MetaHuman assets you've previously downloaded will be sent directly to that instance. A pop-up message will indicate the status of the export process. The example below shows a successful export to an open and running instance of Unreal Engine.
Scroll down to the Engine Feature Samples section, then select ArchViz Interior. When the CONTENT DETAIL window opens, click Free to download the project, then click Create Project. For this guide, leave the project name as ArchVizInterior.
An overlay with information such as the name of the scene or shot, or the date, time, or frame information. These overlays are referred to as Burn Ins as they are burned into the movie when it is rendered out. Can be replaced with a custom widget if needed.
Once you have created your cinematic (or even during your production process as part of daily reviews), you may want to render it out as a movie file that you can share with others. The Render Movie option in Sequencer enables you to share your movie with others as an AVI file that will play with most media players.
In addition to rendering as a movie file, you can render your cinematic as an Image Sequence or render out Custom Render Passes that you can use in an external application to finalize your scene. Selecting the Render Movie button will display the Render Movie Settings window, which you can use to define how your scene will be rendered.
In Sequencer, click the Render Movie button.The Render Movie Settings window will open.Under the Capture Settings, click the Output Format option to view the options, then select Video Sequence.In addition to rendering out a movie, you can render out an Image Sequence or use Custom Render Passes.
A: NVIDIA provides the DLSS Plugin also within the NvRTX 4.27 branch. This will require you to download, install, and build the source locally before being able to use the plugin. To learn more on gaining access to NvRTX, please visit our Unreal Engine Developer Program.
"I am a life long Nintendo fan, and I'm very excited for the Super Mario animated movie from Illumination and Nintendo! So, I decided to make some sort of fan project while we're all waiting for a trailer. But, then I started to wonder what it would look like if Chris Pratt, Charlie Day, Anya Taylor-Joy, Jack Black, and Keegan-Michael Key, were actually these characters in a realistic mushroom Kingdom. That seemed like an incredibly fun idea, and that's why I'm attempting to make this game. With zero game development experience, I'm learning unreal engine from scratch and picking up any other skills that I can along the way, in an effort to make this a legitimately great action game!"
You can now download the basic edition of Futuremark PCMark 10. PCMark 10 is easy to install and run, no complicated configuration required. Run the main benchmark and you'll get a PCMark 10 score that you can use to compare systems.
You can now download the Final Fantasy XIV Windows Edition Benchmark, this official benchmark software uses actual maps and playable characters to assign a score to your PC and rate its performance. The benchmark application can give you a score to indicate the level of performance you can expect from your PC environment when running.
You can now download the Final Fantasy XV Windows Edition Benchmark, this official benchmark software uses actual maps and playable characters to assign a score to your PC and rate its performance. The benchmark application can give you a score to indicate the level of performance you can expect from your PC environment when running.
Here you can download Catzilla, the beta version of the benchmark. Both v1.4 and v2.0 versions (latest update with Ultra HD / 2160p support) can be downloaded. Catzilla being produced in collaboration with Polish post production company, Plastige, who worked on that Witcher 2 Enhanced Edition intro video.Catzilla is a cross-API benchmark designed for OpenGL 4.0 and DirectX 9 or 11, and the Windows platform (64-bit and 32-bit Windows XP, Vista, 7, 8).
Download Final Fantasy XIV: Heavensward Benchmark. If you're a fan of Final Fantasy XIV: A Realm Reborn, or simply want a new tool to measure your system's performance, you should definitely download the freshly-released Final Fantasy XIV: Heavensward Benchmark. The benchmark works in DirectX 9 and DirectX 11, with plenty of settings to opt.
Here you can download Cinebench 15. Cinebench is a real-world cross platform test suite that evaluates your computer's performance capabilities. Cinebench is based on MAXON's animation software CINEMA 4D 3D content creation.
You can now download Heaven Benchmark 4.0 which is a DirectX 11 GPU benchmark based on advanced Unigine engine from Unigine Corp. It reveals the enchanting magic of floating islands with a tiny village hidden in the cloudy skies.
CINEBENCH is a real-world cross platform test suite that evaluates your computer's performance capabilities. CINEBENCH is based on MAXON's award-winning animation software CINEMA 4D, which is used extensively by studios and production houses worldwide for 3D content creation. MAXON software has been used in blockbuster movies such as Spider-Man, Star Wars, The Chronicles of Narnia and many more. 2b1af7f3a8