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Weird interaction between Quixel Subsurface Material and Unity HDRP Transparent material

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9 comments

  • Jin

    Hi aandnota,

    Thank you for reporting this. We will look into it but before we do: Could you specify which asset (Megascans asset link or asset ID) is being used and causing what's happening? Also, is this only happening to this specific asset or any random asset?


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  • aandnota

    It's any of the foliage. It goes away when I switch from Subsurface Scatter to Standard under Material Type. I think it might have to do with my global alpha settings, but I'm not sure what I did in Unity to make that happen. I'm going to try restarting the project in a fresh file and see if I can replicate it.

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  • Jin

    That's a great idea. Thank you for doing it!

    The more information we have and especially the repro-steps, the easier it is for us to identify the source of the issue - if it's Megascans, LiveLink related or it could be Unity itself too.

    We are staying available and following closely your issue, thank you for your cooperation!

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  • aandnota

    So it happened in a fresh file, too. It has something to do with how Unity's HDRP is behaving on my machine. I'm testing on a different machine to see if I can replicate it.

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  • Ajwad

    Hi, are you using the Quixel Bridge and Unity LiveLink to import the assets?

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  • aandnota

    I am, yeah. Unity got back to me and said it’s probably an issue they’ve been seeing in the latest version of the HDRP. There’s suppose to be a fix for it in the next patch.

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  • Jin

    @aandnota We would appreciate it a lot if you update us on that issue when you get the chance to install the fix patch. We will internally look into it as well!

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  • LFLart

    Are there any update on this thread? I am still seeing this issue in the integration between Quixel Bridge and Unity 2019.2.4f1. I havent't tried other versions of Unity yet. 

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  • Ajwad

    Hi LFLART, This seems to be an issue with the Unity's HDRP AFAIK. The LiveLink is working as intended and I would recommend you to post this question on the Unity's forum. 

    Otherwise if you have a solution that fixes it then we can try to incorporate that into the LiveLink 3d plants setup. Thanks!

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