I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup: This is how the colour is supposed to look: As you can see it is way more saturated…
Hi, can you share that texture? Is it 16bit? Edit: I can re-produce your experience using a 16bit texture instead of a 8bit: Edit 2: a thread describing a similar issue, 16bit texture exported from designer: https://polycount.com/discussion/223329/textures-from-substance-designer-not-displaying-correctly-in-ue4
The color difference I think is due to unreals default tonemapper. To test if this is true you can disable the tonemapper: https://georgy.dev/posts/disable-tonemapper/ If those commands are outdated in ue5 try: ShowFlag.Tonemapper and ShowFlag.Tonecurve you can enter these in the command line thing (press tilde) Usually…