Q: How do I export to Quixel Bridge?
A: See Integration with Bridge for more info on setting up the two apps together. When a Mix is exported to the Local Library, it will appear in the Local Library on Bridge.

Q: I can’t see tooltips.
A: Enable Tool Tips under User Interface in Edit > Preferences.

Q: Does Mixer have a mirror function while painting?
A: The current build does not support the mirror function while painting.

Q: Mixer won’t recognize assets.
A: Ensure the assets are supported and that Mixer’s Local Library points to “Megascans Assets” instead of one of the internal folders (for more information, see Folder Structure).

Q: How do I load and save brushes?
A: See Managing your Brush Library.

Q: Can I map shortcut keys of my own choice?
A: The current version of Mixer does not allow for mapping your shortcut keys.

Q: I can’t find a way to import my model into Mixer.
A: You can easily import your model by going to the ‘Setup tab and selecting ‘Custom Mesh’ from the Type drop-down under Model Settings.

Q: What are the file types of 3D objects that can be imported in Mixer?
A: At present, Mixer lets you import .fbx and .obj file formats.

Q: Is there a way to view or hide certain portions of the mesh?
A: Yes, you can use the viewport controls to view/ hide certain portions of the mesh. The toggles are based on the texture sets.

Q: How can I make mesh parts transparent?
A: While opacity works in the stack layers, the opacity can not yet be added as a channel, limiting the mesh visibility functions in the viewport.

Q: What are the hardware requirements to run Mixer?
A: Please see Hardware Requirements for more info.

Q: Mixer is running slow.
A: Please see Improving Performance for settings you can adjust.

Q: Is there scaling support for high-resolution displays?
A: Enable Scale UI under User Interface in Edit > Preferences.

Q: How can I set up multiple versions of Mixer?
A: For Windows, ensure you install at a different directory to the existing installation. For Mac, click Keep Both when installing, and rename the application to note the version if needed.

Q: Can I use multiple GPUs with Mixer?
A: You may, but Mixer will only use one GPU.

Q: I can’t find the base layer after downloading the latest version.
A: Before the inclusion of Multiple Texture Set support in Mixer, baked maps were added to a Base Layer that existed within the layer stack. The Base Layer has now been replaced by Base Maps that you can add through the Texture Sets Editor.

Q: I keep getting a message that Mixer can’t save a mix.
A: Check to see if the mix folder in your OS is open. Close the file explorer and try again.

Importing 3D Models

Q: I am getting an error on import that says, “No UV Coordinates were found for your mesh.”
A: Texturing tools usually require meshes to have their UVs unwrapped. Please make sure that all parts of your mesh have their UVs unwrapped, and then try again.

Q: I can see through the mesh, or some parts appear to be invisible while I am not facing any such issue viewing the same model in the DCC it was made in.
A: While modeling, there is a possibility that the normals of your mesh were inverted. If that happens, the inverted faces will appear as ‘missing’ in Mixer. Recalculating the normals usually fixes the problem.

Q: I am getting weird artifacts or cut-out parts of my mesh in Mixer.
A: When texturing or painting in Mixer, it is recommended to avoid the use of Ngons in the mesh. You can usually fix this by triangulating your mesh or ensuring that none of the faces in your mesh has more than four vertices.