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No Displacement Master Material




  • Laila Shahzad

    Thank you for taking the time to reach out to us. We're currently aware of an issue where the roughness (and displacement) maps are not automatically imported upon export from Bridge. We are currently working to resolve this issue and will be deploying an update as soon as practicable. 

    In the meantime, the textures are still downloaded to your local library path designated within Bridge and can be manually imported into your Unreal projects and placed within the individual material instances. Note that because the Roughness and Displacement maps are not automatically imported into UE4, the MS_DefaultMaterial and MS_DefaultMaterial_Displacement do not automatically generate when importing an asset (even with the "Enable Displacement" option ticked in the UE4 Megascans Plugin in the case of MS_DefaultMaterial_Displacement). 

    I hope that adequately clarifies the issue at hand, but if not, please don't hesitate to let us know and we'll try our best to be of assistance.

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  • neshamota

    Laila Shahzad I have similar problem. I use Houdini engine, and the if I assign material based on MS_displacement master material, it doesn't work, only with the MS_default material. UE4.25.4. Other primitives work fine. Is this related to the same issue or it's me doing something wrong?

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  • Ahmad Salman

    Hi gaxx  neshamota

    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). 




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




    >> 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.



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