hey guys, I would like to know how a megascan texture like the bricks can be used in UE4 correcrly with the high map, basically i would like to make the texture look in UE4 like in the ddo preview...
what maps do I need to export from ddo to get the same look in ue4 as I have in the 3do previewer. I try to plug in the exported specular map and it becomes all dull in UE4 where there should be shiny material. I have to be missing something simple.
@programmer23 - UE4 uses a slightly different method of PBR. dDO uses a gloss map where as UE4 uses a roughness map. They functionally are the same thing, however from my understanding the values are on the opposite spectrum. So a Black value for glossiness makes it duller/wider spec, where as a black value for roughness…
We have a problem with last version 1.3. We use Quixel with UnrealEngine4. When we tried a texturing in 1.3, and you change the scale of material the texture, this become missing, and only the color applied it. Texture Albedo disappear. It's only failed on UE4 and UE4(Optimized)calibration settings. PBR works fine. One…
can someone help me understand the difference of an albedo and the albedoM? i have been using the regular pbr calibration profile. I am now trying some things out in UE4 and when i input a base diffuse it wont show up under AlbedoM but it does under Albedo. (albedo is not a default map when using the ue4 preset) i cant…
Wondering what's the workflow for UE4, because right off the bat the generated albedo is not "suitable" for a roughness/metallic workflow (at least for metals), and on top of that we don't get an actual roughness map, just a gloss map and I don't know if inverting it is accurate.
programmer23: It depends a little on how old -- if your project is created using 1.2 you can do this by adding a Metalness and Albedo for Metalness map after the fact, and then removing the original albedo and specular maps, as a workaround. Gheromo: An advanced mode will likely make it in, as well as a guide on making…
I read through the thread and saw the bit about how the exporter is not ready atm. I am interested in getting a simliar result in ue4 as i have in the 3d0 preview. Is it possible at all to get the proper input maps like roughness etc? Maybe we can get the guy who did the dues-ex scene to explain how he applied the maps…