Hey guys, I have an asset that I textured in quixel and have brought over into UE4. I'm getting a lot of very bizarre splotchiness all over the mesh though, and can't figure out why. Does anyone have any suggestions?
Are you having compression issues or is it a shading thing? You might want to invert and/or toggle off sRGB in your Roughness map. That's throwing off the shading. Then generate a cubemap or use an ambient cubemap so your metals have proper reflections like 3DO. Does it still look weird after that?
I've tried toggling the sRGB, and it doesn't seem to have any impact on it. I'm pretty sure that the reflection capture solution seems like the way to go. Could you perhaps point me to some resources on how to set that up, or do I simply just need to place the actor in the scene? Because simply doing that doesn't seem to do much...
EDIT: I'm playing around with it and it seems like it may be an issue with my metal maps itself. I have some values that are less than 1 to simulate grime and dirt, but it seems like that might be causing some issues?
Its almost certainly that. The uses for non binary metalness values are incredibly limited. To simulate the grime or dirt put it in the roughness, as that controls the sharpness of the highlights, unless you actually have an opaque layer of non-metal in that area, and if so, it should be black, rather than grey.
If you want the metallic colored reflection, as well as a standard reflection in the same area, use the clearcoat material output.
I have not tried that; I just kind of went forward with the solution that was given at the time by turning off the dirt layers in my metal map. What would turning the compression to "mask" achieve?
Replies
EDIT: I'm playing around with it and it seems like it may be an issue with my metal maps itself. I have some values that are less than 1 to simulate grime and dirt, but it seems like that might be causing some issues?
The uses for non binary metalness values are incredibly limited.
To simulate the grime or dirt put it in the roughness, as that controls the sharpness of the highlights, unless you actually have an opaque layer of non-metal in that area, and if so, it should be black, rather than grey.
If you want the metallic colored reflection, as well as a standard reflection in the same area, use the clearcoat material output.
The texture sampler type in your material should also be set to Linear Color or Masks mode.
(thanks OBSCURA for making me look that back up )