Set up the Blender Live Link
The Mixos desktop app can stream your material straight into Blender while you paint — no export-import loop. Install the plugin with one click, and every change lands on your Blender object's Principled BSDF a moment later. It works the other way too: send a model from Blender and texture it in Mixos.
The short answer
In the Mixos desktop app, click Live Link → Install, restart Blender, and paint — Auto Sync streams your PBR maps onto a Principled BSDF material in Blender after every change. Press Send to Mixos in Blender's sidebar to go the other way.
Step by step
- 1
Get the Mixos desktop app
The Live Link is a desktop-app feature — download Mixos for Mac or Windows from the Download page and sign in. (In the browser you can still export map sets manually.)
- 2
Install the Blender plugin with one click
Open the editor and click the Live Link button in the toolbar, then Install. Mixos finds your Blender installation and places the plugin for you — no zip handling, no add-on preferences.
- 3
Restart Blender
Relaunch Blender and the link connects on its own — the Live Link dot in the Mixos toolbar turns green, and a 'Mixos' tab appears in Blender's sidebar (press N in the viewport).
- 4
Paint — Auto Sync does the rest
Auto Sync is on by default: paint, add layers, tweak masks, and about a second after each change your base color, roughness, metallic, normal, and height maps update on the linked object's Principled BSDF material in Blender. Use Send Now for an immediate push.
- 5
Go the other way: Send to Mixos
In Blender's Mixos sidebar tab, click Send to Mixos with an object selected. The mesh (with its UVs and any embedded textures) opens in Mixos ready to paint — and when you sync back, the maps land on that same Blender object.
What the Live Link replaces
The classic round trip — export maps, switch apps, re-import, re-wire the shader — is fine once, but painful when you're iterating on a look. The Live Link removes it: Mixos keeps a direct connection to a small plugin running inside Blender and pushes your baked PBR maps across whenever the material changes, wiring the Principled BSDF (with the normal map routed through a Normal Map node and height into displacement) automatically.
The connection stays on your machine: the plugin listens only on your computer's local loopback address, and your textures travel straight from the Mixos app to Blender without touching the network.
Built-in preview shapes come across with the exact UVs the maps were painted on, and a model you sent from Blender keeps its identity — every sync updates the same object instead of piling up duplicates.
Cinema 4D and Unreal, too
The same Live Link speaks to Cinema 4D and Unreal Engine. In Cinema 4D, a Redshift Standard material assembles itself as you paint — the desktop app can install that plugin with one click as well, and there's a one-file installer that runs from C4D's Script Manager if you prefer to do it by hand.
For Unreal, drop the plugin into your project's Plugins folder (a README with the steps is inside the download) and sends import your textures under /Game with a wired material graph — normal maps arrive in Unreal's DirectX convention, and a packed ORM texture is included.
Frequently asked questions
Do I need the desktop app?
Yes — the Live Link is part of Mixos for desktop (Mac and Windows). In the browser you can still export standard PBR map sets and import them into Blender manually.
Which Blender versions are supported?
Blender 4.2 and newer via the one-click install or the drag-and-drop extension; Blender 3.6–4.1 can use the legacy add-on from the same Live Link panel.
Is the Live Link free?
Yes. Like exports, a free account sends a watermarked preview of the maps; Pro and Max send clean, full-resolution textures.
Does my model or texture data leave my machine?
No. The link runs entirely on your computer — Mixos talks to the plugin over the local loopback address, so nothing is uploaded anywhere.
The Live Link ships with the free Mixos desktop app — install it and your next paint stroke can land in Blender.