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To do that, let’s start by downloading a similar material.Note: in general, you’ll find it is easier to add Quixel Mixer materials when you adapt an existing material in Fusion 360 with similar attributes. In this case, we can use the existing Asphalt Material. After the download finishes, click and drag the Asphalt material into your design. We can then replace the default material with the Asphalt.5. Replace Fusion 360 Material with Quixel Mix Next, we can begin modifying the Fusion 360 Asphalt material with the Quixel Mix. As mentioned in Part I, the materials in Fusion 360 are made up of individual map image files:Albedo/Diffusion/Color — the color a material reflectsNormal and/or Height Maps — the bumps and imperfections along a surface Roughness — the smoothness of a surface (ranging from a sharp reflection to fuzzy/diffuse)Reflectance/Specular/Metalness — the reflectiveness of a surface (ranging from mirror finish to a dull surface) Anisotropy/Ambient Occlusion — the shadows along a surfaceRefractive —how light bends through a surfaceEmissive — how much light a surface emits (glow)Translucency/Opacity — how transparent a surface is to lightIf you’re using the included sample images, you’ll find some but not all of these maps. Depending on what materials you’re mixing, you’ll need different image maps. The sample image package includes: Floor_Diffuse.png — Color (placed in Parameters)Floor_Roughness.png — Roughness (placed in Parameters)Floor_Specular.png — Reflectance (placed in Parameters)Floor_Normal.png — Normal (placed in Relief Pattern (Bump))Floor_AO.png — Anisotropy (placed in Advanced Highlight Controls)By replacing and adding these map files to the Fusion 360 Asphalt material, you can transform it to the Quixel mix. To start this replacement process, open the Appearance window, double-click the Asphalt material and then click “Advanced…” Rename the material to “Quixel_Asphalt” to distinguish the material from the original Fusion 360 Asphalt. Under Parameters, we can add three (3) image maps. First, we’ll apply the diffusion/color map to the Image input in Fusion 360. Click on the Image filename 1_mats_surface_asphalt_color.jpg and navigate to your replacement images. Select your Albedo/Color/Diffuse map file. If you’re using the sample images, it’s the file named Floor_Diffuse.png. Click OpenComments
You click the “ Download” hyperlink on this page, files will downloading directly in the owner sources (Official sites/Mirror Website). This SpriteIlluminator App installation file is completely not hosted on our Server. Link: Substance B2M Alternative and Reviews Link: Crazybump Alternative and Reviews Substance B2MĬonverts a bitmap into a seamless PBR material, including normal, AO, roughness and metallic. It supports ambient occlusion (AO) maps, bump maps, normal maps, and more. Link: Quixel Suite Alternative and Reviews CrazybumpĬrazybump generates lighting maps from 2D textures. Quixel Suite is a bundle of tools for creating amazing materials for use in real time applications. Link: Laigter Alternative and Reviews Quixel Suite Normal Maps lets you create awesome realistic… Specially designed for Sprites in 2D games. This tool lets you generate normal maps for 2D textures, with little effort. Link: AwesomeBump Alternative and Reviews Laigter AwesomeBumpĪwesomeBump is an open source program designed to generate normal, height, specular or ambient occlusion textures from a single image. #SPRITEILLUMINATOR REVIEW PC# Make sure to select the app that fit with your PC Operating System. You can pick one of this best alternative app for SpriteIlluminator on below. Here we go, SpriteIlluminator Alternatives and Similar Software. #SPRITEILLUMINATOR REVIEW DOWNLOAD# Download Best SpriteIlluminator Alternative
2025-04-14With our Quixel Mix. To do that, let’s start by downloading a similar material.Note: in general, you’ll find it is easier to add Quixel Mixer materials when you adapt an existing material in Fusion 360 with similar attributes. In this case, we can use the existing Asphalt Material. After the download finishes, click and drag the Asphalt material into your design. We can then replace the default material with the Asphalt.5. Replace Fusion 360 Material with Quixel Mix Next, we can begin modifying the Fusion 360 Asphalt material with the Quixel Mix. As mentioned in Part I, the materials in Fusion 360 are made up of individual map image files:Albedo/Diffusion/Color — the color a material reflectsNormal and/or Height Maps — the bumps and imperfections along a surface Roughness — the smoothness of a surface (ranging from a sharp reflection to fuzzy/diffuse)Reflectance/Specular/Metalness — the reflectiveness of a surface (ranging from mirror finish to a dull surface) Anisotropy/Ambient Occlusion — the shadows along a surfaceRefractive —how light bends through a surfaceEmissive — how much light a surface emits (glow)Translucency/Opacity — how transparent a surface is to lightIf you’re using the included sample images, you’ll find some but not all of these maps. Depending on what materials you’re mixing, you’ll need different image maps. The sample image package includes: Floor_Diffuse.png — Color (placed in Parameters)Floor_Roughness.png — Roughness (placed in Parameters)Floor_Specular.png — Reflectance (placed in Parameters)Floor_Normal.png — Normal (placed in Relief Pattern (Bump))Floor_AO.png — Anisotropy (placed in Advanced Highlight Controls)By replacing and adding these map files to the Fusion 360 Asphalt material, you can transform it to the Quixel mix. To start this replacement process, open the Appearance window, double-click the Asphalt material and then click “Advanced…” Rename the material to “Quixel_Asphalt” to distinguish the material from the original Fusion 360 Asphalt. Under Parameters, we can add three (3) image maps. First, we’ll apply the diffusion/color map to the Image input in Fusion 360. Click on the Image filename 1_mats_surface_asphalt_color.jpg and navigate to your replacement images. Select your Albedo/Color/Diffuse map file. If you’re using the sample images, it’s the file named Floor_Diffuse.png. Click Open
2025-04-20Sunday, December 3rd, 2017 Posted by Jim Thacker Games artist Dan ‘Green’ Rožański has released a useful set of 21 free alpha masks for creating hard-surface details in digital sculpting and texturing software.Subject matter ranges from small details like bolts, pipes and valves to larger sections of walls and flooring.The files, which have been tested in ZBrush, Quixel Suite, Mudbox and Allegorithmic’s Substance tools, are provided as 2,048 x 2,048px TIFFs or PSD files, and are licensed for use on commercial projects.Part of a larger commercial collection of hard-surface alpha masksIf you find the files useful, Rožański has a collection of 245 hard-surface alpha masks available on Gumroad for $5, and a collection of 174 alpha masks of human bones for $6. You can find them via the link below.Get Dan ‘Green’ Rožański’s 21 free hard-surface alpha masks for tools like ZBrush and Substance(To download them for free, enter a figure of $0, or enter a voluntary donation)View Rožański’s commercial alpha collections on Gumroad
2025-04-23And Save. Fusion 360 will prompt you to describe your save point. Let’s name this save “Quixel Material Added” and click OK. Before we can test our new material, we need to edit the SCENE SETTINGS from the SETUP Menu. Open the SCENE SETTING Window and Click+Drag “Dry lake bed” to the Current Environment and then Click Close. We also need to change the IN-CANVAS RENDER settings to FAST, so that we can easily see the material’s performance during rendering. To do this, click on the IN-CANVAS RENDER SETTINGS icon and Click on the Fast tab. Then, Click OK to update the rendering method. Next, we can preview the rendering, and see how the various maps work together under different lighting conditions. To do this, start the In-Canvas Rendering and then open Scene Settings, click on the Position Icon to bring up the Rotation and Scale Sliders. By changing the rotation, you can see how the surface of your floor object casts shadows at different angles, corresponding to the surface material. Make sure to save your project to retain your rendering settings. If you’ve made it this far, then congratulations! You now have all of the information necessary to import Quixel Mixer materials in Fusion 360. In Part 3, we’ll explore some techniques for applying these materials to complex geometries, and how to post-process your images for additional realness. In Part 4, we’ll take these realistic models and generate Augmented Reality experiences for iOS.Stay tuned!
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2025-04-25Home Design Gallery Contact Blog About September 17, 2022 Welcome back! In Part 2, we’ll explore adding Quixel Materials to your designs in Fusion 360 and setting up a rendering scene. If you haven’t already, review Part 1 and install Quixel Mixer. You’ll want to create and export a mix for use in Fusion 360 prior to the steps in this tutorial, or download an example material set here.First, let’s create a new project in Fusion 360:Creating a new Fusion 360 Project After you open Fusion 360, Click “Save” and give your project a name. In this example I used “QuixelMaterialDemo.” After you save your project, we’ll want to create a new component and make it active.2. Create a new Component This is generally a good practice with Fusion 360, because we can more easily manage changes made to the design when the timeline is broken up by individual component histories. Name your component “Floor” and then make sure “Activate” is selected (should be by default), click “OK” to continue. Next, we’ll want to create a sketch to define the floor’s dimensions. Click “Create” and make a Center Rectangle on the bottom plane.3. Create a Floor Make your sketch 3 meters x 3 meters in size, with the Origin at the center. Click “Finish Sketch” to continue. If you’ve done everything right, then you should have a sketch that is fully constrained (i.e., you’ll see black lines instead of blue lines for the outer dimensions of your sketch). Next, we’ll extrude the sketch below the plain. This will create a new body, based on our sketch dimensions. Click Create and then Extrude. Then, extrude the sketch -1mm below the plane and click “OK.” Next, Save the design. You’ve created your first body and now would be a good time to save your progress. Note the reason for your save and Click “OK.” Next, we’ll want to change the Appearance of our floor. Click Modify Appearance to bring up the Appearance Window.4. Add material Here we can see the default material for the Floor body. We’ll want to replace that material
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