Assets can come in many types. Mixer currently supports surfaces, decals, brushes, imperfections, and 3D assets, both custom and from the Megascans library. All five types of assets are available in the Megascans library (see Online). Custom surfaces and brushes can also be imported into Mixer (see Importing Assets).
Mixer is used to create unique materials by mixing these assets with several tools. These are called Mixes, and can be viewed and edited within the app. They can then be exported to use in other applications.
With the latest release of Mixer, you can now texture your own 3D custom models using Quixel’s ecosystem.
PBR Maps are what Mixer exports. These can be exported directly to the Local Library (see Exporting Mixes and Assets). Mixer can then use these as surfaces, and Bridge can export these to most digital content creators (DCC), engines, or renderers. Mixer can also directly export the materials as customizable component maps (see Export).
Blending, Masking, and Painting
You’ll primarily be blending, masking, and painting to create Mixes. Since you’ll be dealing with more than one asset, you’ll blend them together, and can do so in nearly limitless ways. See Blending) for more information.
Behind the scenes, Mixer generates masks based on blending settings. A mask controls what parts of the layer are visible. Additionally, certain layers can have a custom mask. Masking gives us finer control over what our Mix will end up looking like. See Procedural Mask.
Mixer’s painting tools can be used in adding a customized mask to a layer, or in a paint layer to directly control individual component maps, including the displacement map to allow for sculpting. See Painting for more information.