Quixel Helper Addon

Quixel Helper Addon: Combines the best quality textures with speed.

Gumroad: https://gumroad.com/l/QuixelHelper
Blender Market: https://blendermarket.com/products/quixel-helper-addon

The challenge

Quixel Bridge is a perfect asset browser that shows excellent previews. It has also filter options and categories. (if you don’t know Quixel Megascan: it offers the best quality textures on earth). The problem when we export material (surface) from Quixel Bridge to Blender, there is no or not a good mapping applied. So it takes a lot of time to prepare you materials before you can use them. Here a screenshot Quixel Bridge:

The Solution: Quixel Helper Addon

  • With one button click you can add tri-planar mapping Quixel’s material. No need to UV-unwrap.
  • You can scale the texture in the addon, so no need to go in the node-editor or properties panel and search for the mapping properties.
  • If you still wish, you can also add UV-mapping with one button click.


What else the Quixel Bridge Addon offers:

  • Three useful snap-presets to block out a scene a bit faster: Sticky snap, Edge snap and Increment Snap.
  • Add better primitives (cube and cylinder) that has an origine at the bottom. Now you don’t need to go in Edit mode, make selection, cursor to selected, object mode origin to cursor. So now we can just add a primitive on the ground and scale it. Also very handy with Sticky Snap (surface).
  • Camera tools. Now that we want to work as fast as possible, we will want to have the most used tools at hand: lock to view, unlock to view, passe-partout, add DOF with one click, and F-Stop.
  • Color management: Choose Render-engine, Contrast, View Transform, Exposure.


There are loads of ideas for the Quixel Helper Addon, for example:

  • Tools to speed up particle system.
  • Tools for Decals
  • AntiTile
  • Random variations

At the moment I don’t know yet what is most important, but I will add more features coming months.



The addon will install like most other addons; Download the .py file and in Blender you go to Edit > Preferences > Addons. Browse to the file you just downloaded, activate the addon (checkbox on left-top) and save preferences (left-bottom). You can find the addon in the N-Panel. And the name of the tab is: QXH


  • In Quixel Bridge you export your asset (materials for now) to Blender.
  • Assign the material to your object.
  • Press Add Box mapping, and adjust the scale to your liking.

Note: Most of the time, the settings AO, Metallic, Normal, Specular is already good. But once in a while you need them to fix issues (like Quixel turned on the Metallic slider open when it shouldn’t.

Purge: remove all orphans. Click this until you see the message that there is nothing removed. When you delete something in your scene, it will still be there somewhere. And if you try a lot of textures from Quixel Bridge in one session, then it could add up eating RAM. So that’s why I put this button here.

Fix normalmap is only to fix the issue the Quixel exporter had when Blender added a new socket to the Principled Shader. It’s fixed by Quixel with a new update, so soon this button will be obsolete. I will keep it there though, in case you can’t get the update for Quixel Bridge.

Refresh Addon is for development purpose, but if there is something wrong, you could try to reload the addon with this.

Snapping: Tools for snapping. the sticky snap is also handy for the “better cube”, you can snap to surfaces. To see it’s effect hold Ctrl when dragging. Included also Snap to Edge, and Increment Snap.

Add Primitives: Adds a cube or cylinder, but then with the origin at the bottom face. This way you need less steps when scaling and snapping.

Camera: Settings for camera. Most are pretty straight forward. To use the Add DOF button, first place your 3D cursor where you want to focus on (sharp). Then just click the button and use the slider “F-Stop”.

Color Management: Set the render engine, Contrast, View Transform and Exposure.

A Video tutorial will follow later


Peetie, this looks of interest to me. Once I start using Quixel I will certainly buy it.


Peetie can I buy all your addons in a pack? Thanks

Peetie, please disregard my last question. I will buy the quixel addon on the 2nd of february. Thanks

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Hi Peetie,

I want to use Mixer materials for texturing terrains in Blender.
Can I use your addon for this?

I downloaded MSPlugin 3.6 & Bridge.exe, but haven’t installed yet.

If I get your QH addon, do I still need MSPlugin?
Setup…install Bridge (with Blender closed), set export target, MS folder,
then install your addon?

Hi Call, good to see you here.

Yes, it would be best if you had first Quixel Bridge up and running. If there is an issue with getting Quixel Bridge up and running, check their latest info. Quixel Bridge has its own addon, and it needs to work. It is for importing assets and materials into Blender.

Once that is working, install the Quixel Helper addon. The Quixel Helper addon makes a proper material setup and makes the materials adjustable outside of the nodes. Check the product page about what else the Quixel Helper can do.

Let me know if you need more info.


WOW! :smiley::+1:
This works great!!!

I re-installed Blender 2.93, Quixel Bridge, and Quixel Helper addon.
Your addon is awesome. I was able to adjust the material so it looks much more natural.

Here is a screenshot of the material applied from Quixel Bridge, before using QXH.

And after QXH, changing the XYZ scale to 0.7 0.7 1.0 , & hitting the Add UV Mapping button:

BTW, the terrain was created using Terrain Nodes addon.

Wow, yes. Good example. Second one looks better.
Good to hear it worked out well.

@anon72338821 ,

1.Why are the scale values limited to 0~2.0?
2.What about rotation? Would that help depending on the mesh?
3. What is box mapping vs UV mapping?
4. Can you add more primitives? e.g. torus, sphere, etc.
Are they easy to add?

Hi Cal,

Thanks for reaching out to me here, which is pretty convenient.
Below the answers on your questions:

I can put it a bit higher in the next update, but you can type any value. The reason I put the value until 2.0 was that I thought it was most plausible.

The reason I didn’t add rotation was that I believe box mapping is more useful. See next answer for more.

UV Mapping is using UV maps to project the texture. I find this a pretty awkward workflow that takes to much time (scaling, seams, rotations, etc). Box mapping is different; It’s like there are three (or 6?) projectors near the mesh: on the top/bottom, front/back, left/right (or in other words on the 3 axis). Then the texture got blended as such that you don’t see seams. Maybe someone can explain it better than me, if it’s not clear.

I could do so, but I think I wan’t to put the priority on texturing and materials. The primitives are an extra and I use it probably more to edit them. But if I have more time, I keep this idea in mind. Maybe I can do something with Geometry Nodes.

I tried that, e.g. 3.0, but it won’t accept it…just <=2.0.

I see, yes indeed.
I will make it adjustable next update, and make the 2.0 value higher.
Thanks for letting me know.


There is an update of the Quixel Helper addon. The updates are:

  • Increased the scale in box mapping from 2 to 4 (Thanks to @3dcal)
  • Quixel Bridge puts the roughness map in the wrong socket (specular). I added a button “Fix Roughness”.
  • Q. Bridge also puts the clearcoat on. Added a button to fix this “Fix Clearcoat”

In the downloads, you will find quixelhelper_v1-1.py. Uninstall the old one, and install this file like any other addon.

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Thanks, Peetie! :smiley::+1:

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Small bugfix update of the Quixel Helper addon. It showed a system console warning about classes didn’t contain PT with prefix & suffix. You can find version 1.2 in the downloads.