The Easy Way to Use Megascans in FAB w/ Unreal Engine 5
Summary
TLDRThe recent launch of Fab for Unreal Engine has transformed how users access Mega scans, moving away from the deprecated Quick Bridge to a new Fab plugin available for Unreal Engine 5.3 and later. Users can now search for assets through a new filter system and should claim free Mega scan assets by the end of 2024. Key changes include a shift from ARD to ORM texture packing, improving metallic surface representation. While built-in displacement maps have been removed, users can still download them from the Fab website. Despite initial challenges, ongoing updates promise improved functionality and user experience.
Takeaways
- 😀 The official launch of Fab for Unreal Engine introduced significant changes to asset integration.
- 🔍 The old method of using the Quick Bridge for adding assets is deprecated, requiring users to adapt.
- 🛠️ Users must enable the Fab plugin via the Epic Launcher, specifically for Unreal Engine 5.3 and later.
- 🔑 A one-time permission request for Epic account access is needed to activate the Fab button in Unreal Engine.
- 🔎 To find Mega scans, users must search for 'quicks' and create a quickel filter due to the lack of a direct Mega scan filter.
- 🎁 Users can claim free Mega scans assets until the end of 2024 with a simple one-click process.
- 🔄 Texture packing has shifted from Ard (Ambient, Roughness, Displacement) to O RM (Occlusion, Roughness, Metallic).
- ⚙️ The update resolves previous issues with metallic textures, improving the overall appearance of assets.
- 📥 Displacement maps are no longer included with Mega scan surfaces but can be manually downloaded from the Fab website.
- 📈 Despite initial frustrations, ongoing improvements and updates are expected as users adapt to the new system.
Q & A
What is the main focus of the video regarding Unreal Engine?
-The video focuses on the official launch of Fab for Unreal Engine and how the integration with Mega scans has changed.
What is the new way to add assets in Unreal Engine after the Fab launch?
-The old method of using Quick Bridge to add assets has been deprecated, and users now need to enable the Fab plugin through the Epic Launcher.
Which versions of Unreal Engine support the Fab plugin?
-The Fab plugin is only available for Unreal Engine 5.3 and later versions.
How can users find and access Mega scans within the Fab system?
-Users can search for 'quixel' in the Fab library, which allows them to create a Quickel filter to access Mega scans.
What change has been made to the texture packing in Mega scans?
-Mega scans textures now use O RM (Occlusion, Roughness, Metallic) packing instead of the previous ARD (Ambient, Roughness, Displacement) packing.
What should users do if they need displacement maps that are no longer included in Mega scans?
-Users can access displacement maps by visiting the Fab website, downloading the relevant assets, and importing the maps manually into their projects.
What benefits come with the new texture packing method in Mega scans?
-The new O RM packing method ensures that metallic assets are displayed correctly, addressing past issues with the representation of metallic materials.
How can users claim free Mega scans assets before the deadline?
-Users should claim their free Mega scans assets by following the prompts when selecting any asset in Fab; the offer is valid until the end of 2024.
What improvements are expected with the Fab integration over time?
-The video suggests that there will be ongoing improvements to the Fab system, addressing user frustrations and enhancing functionality.
What are the implications of the change from ARD to O RM for users' existing projects?
-Users will need to update their projects to accommodate the new O RM textures, but the Fab team has provided backward compatibility to prevent project disruptions.
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