Quixel Help Center home page

Bridge to UE4 Plugin: automatic map assignment / custom names do not work properly

Answered

Comments

3 comments

  • Official comment
    Ahmad Salman

    Hi XCYDE, 

    This is Ahmad from Quixel Support. 

    I reviewed your query pertaining to the issue of export to UE4 when the following 04 features are utilized simultaneously. 

    1. Channel Packing.

    2. Custom Map Names. 

    3. Customized Filename Format. 

    4. Custom Parent Material. 

     

    You have done everything properly except for a minor discrepancy causing the concerned issue. Let us get to it. 

     

    There are two things that need to be addressed in your case. First is the fix to the Base Color map which is not being received. Second is the care that needs to be taken while specifying a Customized Filename format. 

     

    FIXING THE EXPORT OF BASE COLOR MAP. 

    Within your Custom Master Material, ensure that all Texture Sampler nodes have been named as per the default map names recognized by our MS Plugin. 

    Hence,

    TextureSampler node for Color map (should be) Albedo

    TextureSampler node for Normal map (should be) Normal

    TextureSampler node for Roughness map (should be) Roughness

    And so on...

     

    The TextureSampler node for Custom map (channel packed) may be named as per the one specified within the Channel Packing settings in Bridge. 

     

    Note: 

    Since you had named the Normal TextureSampler node as Normal, that is why the Normal map was received. 

     

    CHECKS FOR CUSTOMIZED FILENAME FORMAT.

    Specify a format that clearly distinguishes each file being sent (by name). 

    For example, for 3D/3D Plant Assets, do include the "$Variation"in the filename (just as you have) to ensure that all mesh files are distinguishable. Otherwise, if they are not, then the plugin won't be able to send any more mesh files after the first one. 

    Similarly, for Surface Assets, do not forget to include $mapName in the filename format to ensure that all texture maps are distinguishable from each other. Otherwise, the issue will be the same as described above. 

    _______________________________________________________________________

    Regards,

    Ahmad Salman. 

     

     

    Comment actions Permalink
  • rosenand

    Hello, bump. I have a similar issue: my MRA texture gets created, but not assigned to the material that gets automatically created. I modified the shader, it has a MRA texture parameter. I'm using the latest version of Bridge, the plugin and UE.

    1
    Comment actions Permalink
  • Ahmad Salman

    XCYDE, 

     

    A Support ticket has been generated as well against your case. A Support representative will be reaching out to you to provide you further details on the two topics discussed above. 

    Moreover, the issue pertaining to the Custom Map (channel packed map) will be discussed in detail as well. 

     

    Kind Regards,

    Ahmad Salman.  

    0
    Comment actions Permalink

Post is closed for comments.