I posted an environment made in UE4 using quixel in the previews thread. UE4 relies on color, roughness, normal and ao map for most items. Metalness textures you make in DDO do not render well in UE4, because UE4 uses metalness texture as a mask. For example say you have a painted scratched metal, the scratches are showing…
I'm not sure what you mean by this - UE4 supports a float value between 0 and 1 for Metalness (see documentation here). It's true that in a 'metalness' PBR workflow you generally only pick values of 0 OR 1, unless you're creating mixed materials, but they do render correctly in UE4 and should look similar to 3DO's preview.…
I haven't had any luck with a scratched painted metal material inside UE4 using metalness map as far as i know it has been a known issue for some time now. You run into issues if you have a solid black metalness with white small (high frequency) scratches, the scratches presented on the metalness map look fine in 3DO and…
Hi all, so I have searched the web for some time now looking for some solid information on using Quixel with UE4 - in particular, which maps go into which material slots~ So, some are obvious --- AlbedoM = Diffuse AO = Ambient Occlusion Normal = Normal Metalness = Metalness But what about the others? Bump Gloss Can I use…
You don't really need to do anything with bump map or displacement maps in UE4 they have very particular use and are rarely actually used. Your gloss map is actually your roughness map, roughness map is an inverted gloss map. If you set your export options to UE4 it will automatically convert your gloss map to roughness…
To be honest I haven't done any texturing in dDo for a while, so maybe I was working around any issues on instinct. What kind of problems do you mean? IIRC dDo defaults to using black on the albedo for some scratched metal materials, I know that doesn't work well in UE4. Or it could be that UE4 doesn't like interpolating…
hi, I don't know if it can help you but from my experience if you want a decent render inside UE4 with yours quixel generated maps. You better have to construct your material from scratch ( or using an existing material created by another user ) at least for the time being (until quixel release the export tool XD)