How to sync Bridge and 3dsMax* Browse to "Megascans Bridge\Bridge_Data\Support" and copy "BridgeConnection.ms"

* Browse to "C:\Program Files\Autodesk\3ds Max 201X\scripts\Startup" and paste "BridgeConnection.ms"

This will make 3dsMax search for Bridge content.
How to Install/Update Exporters* During Closed Beta I created a bunch of exporters, these are included in Bridge 1.0.1.
But I don't know how frequently Quixel will keep these up to date.
You will always find the latest Corona exporter on my Google Drive. https://drive.google.com/folderview?id=0B10mLXqqmNkidk0yOFdGWXBPSmc&usp=sharing * Copy the ".ms" files from my Google Drive into "Megascans Bridge\Bridge_Data\Support\Scripts\Max"
How to Export to Corona* Make sure 3dsMax is running, and that you have installed "BridgeConnection.ms"
* Select an Atlas, Surface or 3D Model in Bridge.
* Click Scipts > Max > Send to Corona.

* To make my life easier I always check "Use images from source folder"
* I recommend that you use .EXR for Displacement.

* Your Megascans material will show up in the old "Compact Material Editor"

* This is how Atlas materials are imported.

* This is how Surface materials are imported.

* This is how 3D materials are imported.

* Thats it! Time to tweak the materials to perfection.
DisplacementMegascans Displacement maps are not real floating point displacement maps.
To simulate this, we have to enable "Luminance Center" and set it to "0.5"
A Strenth of "10" is correct for most materials, but some need "100".
No Displacement

Displacement Settings

With Displacement
IOR MapsMegascans has Specular map for Specular Workflow, and Cavity map for Metalness workflow.
These maps fake depth on flat surfaces, like grass materials.
Since Corona does not support Specular/Cavity, I made a Spacular to IOR LUT.
You can get this LUT from my Google Drive linked above.
* Open a Specualar map in Photoshop.
* Change the Bit to 16 Bits.

* Add a "Color Lookup" adjustment layer.
* Load my Specular to IOR LUT.
* Load the IOR map in 3dsMax with Gamma 1.0.
What the Exporter does, and why* Diffuse and AO are blended together for Surfaces.
* Materials will load with an IOR of 1.47, almost all specular maps have this IOR as default.
* PBR mode is activated, this is a must because of the Glossiness range.
* Diffuse and Translucency are loaded with Gamma 2.2, the rest are loaded with Gamma 1.0.
* Translucency Fraction is 0.35 by default. This is an average value I found after a bunch of tests during Beta.
* Green is flipped in the Normal Map
* Displacement is loaded, but disabled by Default.
* Show In Viewport is applied to the material.