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Import and Export Megascans Textures

This guide covers the Megascans source on Texture Folder and the matching destination on Export Texture. Both use the Megascans naming (Albedo, Metalness, AO, Displacement), so a downloaded surface imports as one texture set and an exported folder reads like one.

SettingValue
DestinationMegascans
Filename Template{name}_{channel}
Normal ConventionOpenGL

Shown for a set named oak_bark with all eight roles (how to read these tables). A set with fewer roles writes fewer files.

FileWhat it holdsContainer and depthEncoding
oak_bark_Albedo.pngBase ColorPNG 8-bitColor
oak_bark_Normal.pngNormalPNG 16-bitPacked normal, OpenGL
oak_bark_Roughness.pngRoughnessPNG 16-bitLinear data
oak_bark_Metalness.pngMetallicPNG 16-bitLinear data
oak_bark_AO.pngAmbient OcclusionPNG 16-bitLinear data
oak_bark_Displacement.pngHeightPNG 16-bit, or EXR 16-bit (half) outside 0 to 1Linear data
oak_bark_Opacity.pngOpacityPNG 16-bitLinear data

Nothing is packed.

Not written: Emissive. The Megascans map list has no emissive output, so the panel reads Not written: Emissive (Megascans has no slot for it). Add Map beside it writes one anyway, and the Destination flips to Custom.

Nothing to set. This is a naming convention rather than an engine.

Point Texture Folder at the folder and set Source to Megascans, or leave it on Auto.

Files named Specular, Cavity, Translucency, and Fuzz are listed as Not used, naming the map, because a texture set has no role for them. A Gloss file beside the asset’s own Roughness is listed as Not used too, since the Roughness map is read instead. A Bump beside a Displacement is listed as Skipped, because Displacement comes first in the Height row; pick Use this file under the Bump’s Read as to read it instead. A file named Normal_LOD0 is listed as Unrecognized. Use the plain Normal file.

Check this one on your first import rather than trusting either answer. The long-standing convention for Megascans surfaces downloaded through Bridge is OpenGL, and this destination writes OpenGL. The current documentation for the platform that now hosts Megascans says the opposite for the platform as a whole: normal maps in the DirectX convention by default, with opengl, gl, and normalsgl recognized as suffixes that say otherwise.

If a bark or a brick reads inside out when you light it, switch Normal Convention on the importing Texture Folder (or on Export Texture) to the other value. The row is never locked.

The shape <AssetID>_<Resolution>_<MapType> is consistent across the downloads and published references these names were checked against, including the vocabulary in Quixel’s scripting reference, but no current first-party page states it. If your downloads are named differently, edit the Names rows on Texture Folder and save the result as a preset.