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.
| Setting | Value |
|---|---|
| Destination | Megascans |
| Filename Template | {name}_{channel} |
| Normal Convention | OpenGL |
Files written
Section titled “Files written”Shown for a set named oak_bark with all eight roles (how to read these tables). A set with fewer roles writes fewer files.
| File | What it holds | Container and depth | Encoding |
|---|---|---|---|
oak_bark_Albedo.png | Base Color | PNG 8-bit | Color |
oak_bark_Normal.png | Normal | PNG 16-bit | Packed normal, OpenGL |
oak_bark_Roughness.png | Roughness | PNG 16-bit | Linear data |
oak_bark_Metalness.png | Metallic | PNG 16-bit | Linear data |
oak_bark_AO.png | Ambient Occlusion | PNG 16-bit | Linear data |
oak_bark_Displacement.png | Height | PNG 16-bit, or EXR 16-bit (half) outside 0 to 1 | Linear data |
oak_bark_Opacity.png | Opacity | PNG 16-bit | Linear 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.
After export
Section titled “After export”Nothing to set. This is a naming convention rather than an engine.
Reading a Megascans folder
Section titled “Reading a Megascans folder”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.
Worth checking
Section titled “Worth checking”The normal convention
Section titled “The normal convention”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 naming
Section titled “The naming”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.
References
Section titled “References”- Quixel scripting reference: the map-type vocabulary the naming above matches.
- Setting up assets for Fab (Epic Games): states DirectX by default and lists the recognized convention suffixes.