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See demo here.

Usage

npm install quixel-to-three
quixel-to-three /absolute/path/to/any/quixel/asset_2K_Albedo.jpg

Command converts a collection of Quixel assets (albedo, normals, roughness, etc.) into a corresponding Three.js PBR maps (use with MeshStandardMaterial.)

ezgif-1-5868c0f73076

Output

Output files are placed next to the original assets with an appended t3 prefix.

Usage with Three.js

Converted assets can be plugged directly into Three.js PBR materials:

const mesh = new THREE.Mesh(
    new THREE.IcosahedronBufferGeometry(2, 5),
    new THREE.MeshStandardMaterial({
        map: './assets/texture_2K_t3map.png',                       // Use t3map for map
        normalMap: './assets/texture_2K_t3normal.png',              // Use t3normal for normalMap
        aoMap: './assets/texture_2K_t3pbr.png',                     // Use t3pbr for aoMap
        metalnessMap: './assets/texture_2K_t3pbr.png',              // Use t3pbr for metalnessMap
        roughnessMap: './assets/texture_2K_t3pbr.png',              // Use t3pbr for roughnessMap
        displacementMap: './assets/texture_2K_t3displacement.png'   // Use t3displacement for displacementMap
    })
);

See PBR example here.

Missing files

Some materials contain all texture maps - albedo, normals, roughness etc. Some skip the maps that are unnecessary. For example, if original assets do not contain a displacement map t3displacement will not be created.

For PBR texture maps, if some are not present, default Three.js values are used instead (see docs for more details).

Output size

You can limit output size by defining the output width.

quixel-to-three /Files/Quixel/test_4K_Normal.jpg 512

Output textures preserve aspect ratio of the original assets.

Limitations

Node processes have memory limits that are easily exceeded when trying to convert 5 x 8K textures. To save time and prevent memory errors, use with 2K or 4K Quixel textures.

ezgif-1-b594713bff95