No Displacement Master Material
AnsweredHey!
I've downloaded a few surfaces and every single instance has it's parent set to MS_DefaultMaterial_CP. There is no displacement version of the master material nowhere to be found.
I've checked 'enable displacement' on the plugin settings page before downloading any surfaces. The textures are downloading correctly but the instance is in 'default state' without overwrites for the currently downloaded textures.
I've seen previous posts that maybe reinstalling the plugin or creating new project may help but I've tried it both ways and this simply does not work.
Can you at least provide a proper screenshot of the networks for the time being?
There are many topics on this and I hope this will be fixed soon.
Best regards!
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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).
The above-stated deploys with examples are shown in the post linked below.https://help.quixel.com/hc/en-us/community/posts/360014049737/comments/360003518037
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