Pbr Bridge

by iwHiteRabbiT in Surfacing


Item Rating

This item has an average rating of 4 from 28 ratings by the community.

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  • anotherHuman
    almost 3 years ago

    The Dev answers presale questions, and aftersales questions. If humans cant get the addon installed properly, It has nothing to do with the product. Its probably the lack of asking for support. This addon will save you a lot of time, and works like a charm.

  • H. D. Harris
    almost 3 years ago

    This honestly saves so much time, I'm really glad I bought this!!

  • Hanterdro
    almost 3 years ago

    Works like a charme. Pretty useful addon and a big time safer.

    An addon like this should be offered by Adobe.

  • Christopher Kenworthy
    almost 3 years ago

    Like many others I've tried doing this myself, using the few tutorials you can find online, and I've never been happy. Now, it's extremely simple. Moving from Blender to Painter isn't completely automatic as you have to reimport the model, but it's only a couple of clicks. What I love is going back to Blender and in one click having all the materials appear on my model looking the way they were meant to look. It's instant. My only complaint is there are a few extra steps, like you must name your mix before sending. It would be good if things like this could be automated. But really, it's nothing compared to the hassle I had before. If you think this can be done with Node Wrangler you'll be pleasantly surprised that it's doing much more than that by making sure all the materials are collected and displayed in the same way. For me, this is an essential add-on.

  • Lonnon Foster
    almost 3 years ago

    I've attempted to set up a workflow between Blender and Quixel Mixer in the past, but I never quite got there; it was always more complicated than the time I'd alotted for figuring it out, and I stuck with other techniques that I already new well. PBR Bridge takes care of all the material ID setup on the way to Mixer, and then it automatically builds the shader networks for the pile of different maps that Mixer generates. This saves so much time, and by examining the files and shaders produced, I've even learned more about how to set things up manually for those control freak moments I sometimes have.

    I'm producing results in minutes that I could only get from hours of fiddling around with shaders and texture painting in Blender. This has completely changed how I work with textures. Thank you for an excellent addon!

  • John
    about 3 years ago

    This addon makes things so much faster and more simplistic, definitely another addon you don't wanna miss once you used it. A literal timesaver. Even though at the beginning I had a problem with syncing but I fixed it by closing Blender and restarting it after I enabled the addon. This saves a lot of clicks.

  • 2REK
    about 3 years ago

    Great stuff, it drastically shortens transition time from Blender to Substance Painter.
    Basically the only thing left to do before texturing is baking textures.

    One button instead of multiple clicks and scrolls? Count me in!

  • Ludacity Digital
    about 3 years ago

    Such an awesome addon! Improves the Blender with Quixel Mixer workflow considerably. Was able to do in 5mins what took usually takes me like 30mins spent on creating, configuring and importing/exporting generic maps. Lets me immediately get to the fun part!

    Only had one issue that had me stumped for a bit. If you try to open multiple objects in one mix and any of them have have UVs created not called "UVMap" (Blender's Default), Quixel Mixer throws a UV coordinate not found error when it tries to open the mix. I had a project with some objects I previously baked with SimpleBake which changed the UV names.

    Redoing the UV unwraps fixed it for me. Not sure if this is caused by PBR Bridge, the FBX export, Quixel or something I did wrong in my workflow. Curiously these objects opened fine when selecting them one at a time and opening them alone in Mixer.

    • JC Cavadini

      about 3 years ago

      Thanks a lot! I'm so glad to hear that the addon served its purpose to improve your workflow and let you focus on what really matter :D.

      Sorry that you ran into an issue though. I didn't think of trying with different UV names with different meshes. My first thought is that when joining them, Blender keeps the different UVs and Quixel only reads the first one, hence the missing coordinates.

      I'll try to reproduce and fix this!

      Thanks for that report and if you need to report bugs, request a feature or seek help, don't hesitate to post on my discord: https://discord.gg/FTwdCxghGv

      Cheers!

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Details
Sales 1000+
Rating
28 ratings
Dev Fund Contributor
Published about 3 years ago
Software Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83, 2.82
Render Engine Used Cycles, Eevee
License GPL