Quixel Help Center home page

I am getting extreme shadows and brightness on some Megascans assets not sure why?

Answered

Comments

8 comments

  • Ian - Product Support Specialist

    Hello, Xoremus,

    Thanks for taking the time to reach out to us. Would you kindly confirm your lighting setup? Is the light used for this shot animated or static? Is this occurring within the viewport, or is this occurring within Sequencer? If you're using Lumen, please ensure that your skylight and directional light are set to moveable. If you've made any adjustments to UE5's default lighting, you may need to reset the lighting intensity. 

    Also, if you're using UE5's post-processing volume, please double-check to see if your Exposure setting is still set to Auto Exposure Histogram (default). If you've changed the Metering Mode to "manual" you'll also need to manually adjust the Exposure Compensation. Having this set too high can blow out the lighting in your scene.

    If you're still experiencing this issue, please share the Asset ID for the Megascan you've used and I'd be happy to test things further on my end. I look forward to hearing from you!

    0
    Comment actions Permalink
  • Kyle3D

    Hello,

    I have the same kind of problem, but it doesn't affect all megascan assets in my scene, but a majority of them are affected. The shadows remain very black even if I increase the intensity of my light. I can easily identify the affected assets by excessively increasing the scale intensity of my skylight, as in the attached image. The problematic assets are not affected by my skylight.

    This is an exemple of name of asset which have this problem in my scene:

    Massive_Nordic_Coastal_Cliff_venrdcgga

    MI_Nordic_Beach_Rocks_ulznddxva

    MI_Nordic_Beach_Rock_Formation_vcsabjbfa

    Thank you very much for your help.

    2
    Comment actions Permalink
  • Nomad

    I have this issue too, sadly i can't seem to find an asset that is not presenting this.

    The problem is that they do not "see" the skylight, at least that i can tell since when i disable the directional light they turn pitch black, which explains why the shadows are so dark but i don't know if it explains extra exposure too.

    I tried mostly mossy and rock assets at highest quality (nanite or high quaity when not present).

    MI_Mossy_Rock_timteigfa_8K
    MI_Tundra_Mossy_Boulder_vizucasdw_8K
    MI_Japanese_Mossy_Boulder_vemiffb_8K
    MI_Massive_Nordic_Coastal_Cliff_ve3hahfcb_8K

    0
    Comment actions Permalink
  • Nomad

    Edit2: I'm in a custom map inside Lyra, i tested a completely new scene outside lyra and it worked normally. Searching the cause through lyra project settings now.

    I have found the issue maybe, roughness map is probably off? i had to set max roughness in the material instance at 0.6 to behave i guess normally for the shadows (soften by skylight). The lighted part remains off as it's gaining a lot of light compared to default cubes for example, any help on that? 

    Actually this workaround makes the shaded side a lot more muddy then i would be ok with, but at least it's not pitchblack. I seem to lose all the albedo still, as it becomes a grey muddy mesh. I didn't notice at first since they were rocks.

    Edit: this is not a solution since they don't turn pitch black if i remove the directional light, but they become all painted with a grey muddy material :/

    0
    Comment actions Permalink
  • Kyle3D

    Hello,
    Here is the solution that I used to solve my problem. The megascan assets that were giving me trouble had nodes connected to the ambient occlusion material input of the parent material of my assets, so I simply disconnected everything from that material input and no longer had a black shadow problem. In my case the assets all had the same parent material and only this one used the ambient occlusion input material.
    I hope this can help you.

    1
    Comment actions Permalink
  • Liquidsith

    On the master material, this green input was 0, made it 1. Then hit apply

    3
    Comment actions Permalink
  • Nomad

    I ended up just importing the settings of the default scene where I didn't have the problem and it worked, probably a lyra thing. Furthermore for megascans I discovered a known issue about virtual texture: if you have virtual texture support checked in the project settings bridge will automatically import the new textures as vt and it will cause problems, ignoring the setting on importing textures. You have to always uncheck vt support before importing assets from bridge

    0
    Comment actions Permalink
  • Vaniljpinne

    Liquidsith Thanks! Had the same problem, this was the solution!

    1
    Comment actions Permalink

Please sign in to leave a comment.