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Displacement missing in the material preset

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16 comments

  • Official comment
    Ian

    Tok, ghimpster, Francois_C

    Thank you all for taking the time to post on our forum. We are aware of these issues and are working to provide an update to resolve these occurrences. In the meantime, please use the following workarounds - and rest assured that we're working to deploy solutions as soon as practicable.

    With regard to Roughness and Displacement, while the textures aren't automatically exported and slotted into the proper materials within UE4, they are downloaded so they can be placed into your material instances manually. 

    In order for the correct texture inputs and features from our latest material overhaul to be available within your material instances, the Parent material for your Surface imports will need to be manually changed to MS_DefaultMaterial or MS_DefaultMaterial (depending on preference). Currently, when importing Albedo, Normal, Roughness into UE4, the Parent Material selected is MS_DefaultMaterial_CP - our Channel Packing material.

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  • ghimpster

    Hello, 

    I have the same problem and is getting annoying already to look after so many posts to fix something that is just at a click of a button (not for all user, as not all of us are experts).

    Would you please instruct us what we are doing wrong/need to do, that the megascan plugin for Unreal is not importing the material with displacement map as it should? (with the "Enable Diplacement" ticked in the Megascan Plugin option. This button needs to be ticked every time you open a project, as it's not staying ticked if you close the editor - Should be like this?

    I am getting just "MS_DefaultMaterial_CP" preset but not Displacement info or anything related to it. After trying to export some materials, I see that I get different materials masters for different materials from bridge, but no displacement option for any of them.

    For now after I exported 2 materials from bridge I got 2 material presets  (still no displacement slots):

    - MS_DefaultMaterial.

     - MS_DefaultMaterial_CP.

    Note: I updated the bridge and the plugin to the latest version (yesterday).

    What's wrong?

     

    Thank you in advance!

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  • Francois_C

    Hi,

    Same problem here since the last update of bridge. The master material look like the "old one", and no displacement.

     

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  • Tok

    Hello, interesting that the last update of bridge could have problem with master material created.
    Personally I get all textures I asked from bridge, Otherwise there is no slot to put it. I created new material to drive blended texture for landscape and still no displacement working. Maybe I'm not using it right because I'm learning from scratch in UE4.

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  • Jonathan (Community Manager)

    Hi Tok! Thanks for the report! One of my support staff will be with you as soon as practicable to assist.

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  • Francois_C

    Perfect, thank you IAN!

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  • JuliaR

    I am having the same issue.

    I was following a tutorial on creating a landscape blend material and I needed the "Distance Based Tesselation/ Displacement" settings that come with the "MS_DefaultMaterial_Displacement" but they're not there. The displacement texture is downloaded but there's nowhere to put it. 

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  • Sen

    i'm having the same issue as well

    and clicking the "enable displacement" in the plugin before importing doesn't seem to work

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  • Than0sXXX

    i am also facing the same problem.

    # after ticking "enable displacement" in MEGASCANS PLUGIN everytime unreal launcher restarts

    # Choosing displacement option in export settings in bridge 

    still no displacement map imports(or if it does it is not implemented).

    when i untick the roughness option in bridge export settings, the displacement option is available in material settings but not works(it works if "cracking option is unchecked in the master material settings but the results are no even close to the preview shown in the bridge.").

    If anyone has the solution please help this newbie.

     

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  • David Kimball

    I am having the same issue. Is anyone responding to this?

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  • Aazar

    I just test the last 4.26 export plugin and this version too has the dispalecement missing parametres in the materials even  the "enable displacement" in the plugin is cheaking.

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  • Talha

    We have just pushed an update to Bridge and this issue has been fixed. Furthermore, an update to the plugin for UE4 has been deployed as well. This issue was occurring because of a small bug in the previous update. The roughness map was not checked by default in the Export settings and when the roughness map was manually enabled, Bridge read it as a channel packing texture, and as a result, it was sending the Channel Packing Master material for the Parent material in UE4. Therefore, even when the Displacement map was enabled in UE4 and Bridge, it was not working, because for incorporating displacement, the Parent material is Displacement_MasterMaterial, but due to a bug it was sending MS_DefaultMaterial_CP (this is for channel packing).

    Nevertheless, this issue has been fixed in the latest update. Kindly follow the steps below to fix this issue:

    1. Close Unreal Engine, if already running. 

    2. Update Bridge to the latest version. (When you open/restart Bridge, you'll get the prompt asking you to update)

    3. Once updated, please go Edit>Manage Plugins and update the Unreal Engine plugin as well. (the latest plugin is v7.1)

    4. Now, open your project in Unreal Engine, and Enable the Displacement and Import Master Material Textures option from the MS plugin UI.


    5. Now, go to the Edit>Export Settings in Bridge. And make sure the Displacement map is checked for Surfaces. (as shown below)

    6. Export your asset. Now you should be able to send displacement map, and Unreal Engine will incorporate the correct Parent material. 

    Should you need any further information please let us know!

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  • Aazar

    Hi TALHA,

    I followed all the steps you mentioned and the problem remains, also i noticed that the Roughness map dosn't export even if it's checked in the export setting

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  • Ahmad Salman

    Hi Tok  ghimpster  Francois_C  JuliaR  Sen  Than0sXXX  David Kimball  Aazar

    The previous two Bridge releases carried the issue of asset exports to Unreal Engine where the imported result either,

    >> did not carry the complete number of texture maps. 
    >> did not carry displacement texture map despite enabling displacement from the Plugin Configuration window. 
    >> the Material Instance did not carry material slots other than Albedo & Normal. 
    >> the Parent Material utilized was pertaining to Channel Packing export. 


    All the above-stated issues have been resolved in the recent update (v2020.4.2). 

     


     

    Note: 

    Kindly update Bridge in order for the changes to take effect. 

     


    FIXES DEPLOYED: 


     

    >> The default export preset for Surfaces, 3D, Plants, Atlas, Decals pertaining to Roughness was set to "false" in v2020.4. 

    It has been set as "true". 

     

    >> The default export preset for Surfaces, Atlases, Decals pertaining to Displacement was set to "false" in v2020.4.1. 

    It has been set as "true". 

     

    >> The default preset for 3D & Plant Assets pertaining to Displacement was set to "true" in v2020.4 ---- and then set to "false" in v2020.4.1.
    It has been kept the same (false). However, enabling it no longer triggers channel packing anymore... Rather ensures to incorporate displacement seamlessly. 

     

    >> Enabling any texture map other than the default preset used to trigger channel packing and consequently, a generation of a Mat Setup suited for Channel Packed export. 

    Now enabling additional texture maps only triggers the import of those maps (if available). The Mat Setup gets generated as default to the asset type with the received textures incorporated (if part of the Mat Setup).  



    Let us see the above-stated deploys with examples.

     


    Results of a Surface Export - WITHOUT Displacement. 



    Disable displacement from the Plugin Configuration window (as shown in the yellow highlight below).
    This should trigger the import of MS_DefaultMaterial as the Master Material. 

    - Head to the Export presets of Texture maps for the Surface assets.  
    You'll find the Displacement and Roughness texture map-enabled with the default preset (as indicated by the yellow highlights below)

    Disable the Displacement texture map (as shown in the yellow highlight below). 
    This should ensure not to send in the displacement texture map. However, the Roughness map will be sent since its checked. 

    Once done, then export the asset. 

    - The exported result brings in the same maps as specified in the presets (as shown in the yellow highlight below). 
    The Roughness map is received and No displacement map is there...

    - The received Master Material is that for Surfaces without Displacement i.e. MS_DefaultMaterial (as shown in the yellow highlight below).

    - Consequently, the Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well (as shown in the yellow highlight below).  
    The Displacement texture map is neither received nor its Material slot is incorporated... just as we had selected our preferences prior to export. 


    Results of a Surface Export - WITH Displacement. 



    Enable displacement from the Plugin Configuration window (as shown in the yellow highlight below).
    This should trigger the import of MS_DefaultMaterial_Displacement as the Master Material. 

    - Head to the Export presets of Texture maps for the Surface assets.  
    Hit the Reset to Default button and you'll find the Displacement and Roughness texture map-enabled with the default preset (as indicated by the yellow highlights below)

    This should ensure to send in the displacement and roughness texture maps.

    Once confirmed, then export the asset. 

    - The exported result brings in the same maps as specified in the presets. 
    The displacement map is received (as shown in the yellow highlight below)...

    - The received Master Material is that for Surfaces with Displacement i.e. MS_DefaultMaterial_Displacement (as shown in the yellow highlight below).

    - Consequently, the Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well (as shown in the yellow highlight below).  
    The Displacement texture map is received and its Material slot is incorporated (as indicated by the yellow arrow below)... just as we had selected our preferences prior to export.  

     


    Results of a 3D Export - WITHOUT Displacement. 



    Disable displacement from the Plugin Configuration window (as shown in the yellow highlight below).
    This should trigger the import of MS_DefaultMaterial as the Master Material. 

    - Head to the Export presets of Texture maps for the 3D assets.  
    Hit the Reset to Default button and you'll find the Displacement texture map already disabled with the default preset (as indicated by the yellow highlights below). However, the Roughness texture map will be enabled with the default preset (as indicated by the red arrow below).
    This ensures to filter out the Displacement map from the exported textures.

    Once done, then export the asset. 

    ​- The exported result brings in the same maps as specified in the presets (as shown in the yellow highlight below). 
    The Roughness map is received and No displacement map is there...

    - The received Master Material is that for 3D Assets without Displacement i.e. MS_DefaultMaterial (as shown in the yellow highlight below).

    - Consequently, the Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well (as shown in the yellow highlight below).  
    The Displacement texture map is neither received nor its Material slot is incorporated... just as we had selected our preferences prior to export.  

     


    Results of a 3D Export - WITH Displacement. 



    Enable displacement from the Plugin Configuration window (as shown in the yellow highlight below).
    This should trigger the import of MS_DefaultMaterial_Displacement as the Master Material. 

    - Head to the Export presets of Texture maps for the 3D assets.  
    Hit the Reset to Default button and you'll find the Displacement texture map already disabled with the default preset (as indicated by the yellow highlights below). However, the Roughness texture map will be enabled with the default preset (as indicated by the red arrow below).
    The displacement has been disabled from the default preset since almost every 3D asset relies on its underlying geometry for its formation.  

    - However, should you deem it imperative to incorporate displacement for a desirable appearance of the 3D asset, you can still utilize the displacement data without any manual effort. 
    Enable the Displacement checkbox within the 3D Assets drop-down (as shown in the yellow highlight below). 
    This should ensure to send in the displacement texture map without the hazard of any channel packing this time. 

    Once done, then export the asset. 

    - The exported result brings in the same maps as specified in the presets. 
    The displacement map is received (as shown in the yellow highlight below)...

    - The received Master Material is that for 3D Assets with Displacement i.e. MS_DefaultMaterial_Displacement (as shown in the yellow highlight below).

    - Consequently, the Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well (as shown in the yellow highlight below).  
    The Displacement texture map is received and its Material slot is incorporated (as indicated by the yellow arrow below)... just as we had selected our preferences prior to export.  

     



    Hence, now you have seamless exports with roughness and displacement data incorporated properly and where applicable.




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  • ghimpster

    Hi Ahmad Salman

    Thank you and you team for your continuosly efforts to improve and update this amazing platform! Cheers!

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  • David Kimball

    indeed! its an amazing time we live in, using assets like these - (anyone remember quake skins? :O)

    appreciate all the hard work during the holiday to get us all unblocked. Thanks much!

    David Kimball

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