Unreal Engine 5.3 Displacement with Quixel Materials

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all right the first thing you're going to want to do is go into your default engine ini make sure r dot nanite.allow tessellation equals one and r dot and I tessellation equals one and make sure you have the upper case and lowercase correct and it's in the integer engine settings and then you save it restart Unreal Engine and now you'll go in click on the object you want to have a nanite click on the mesh go into the mesh double click it you'll see I already have Nana enabled I'm going to turn it off applies that way this is the way it'll look before you enable an anti I don't know what all these settings do but I just hit apply changes make sure you hit save then now I go into the floor I'm going to go ahead and get a qixel Bridge material let me just look for something kind of crazy so we can see a big difference and let me see I'm going to go to this castle ruins sure why not let's get this Castle Stone floor I already have it downloaded so it'll make it faster highest quality that's what I like to use make sure you hit download you hit add then once you hit add you're going to want to go to your settings to your content drawer and what you're going to see is I'm going to apply it to it without changing it this is what comes from the qixel bridge I'm going to drag it on and you're going to see still looks flat because this is the way it is from qixel even though if you go in the setting I've tried to mess with the displacement within here and it doesn't seem to do anything because it has the magnitude I've set it normally it's four but I found with this material 24 seems to look pretty good so I don't know why that doesn't work maybe there's some sort of thing you have to do I have no idea but what I found is easiest I just go here create my own material I'm going to call it my castle floor and it's pretty simple I just open it up then I go back into my content folder I'm going to select all three of these at the same time and drag them in and now it's just a matter of wiring because all the data is in here already the way it works is the texture map name the ending there the D which is diffuse and Unreal Engine is base color and so then you go to the next one and that has an N that's for the normal map so you put the RGB to the normal now this next one has o r and DP so that's three different things inside this texture map so you take the r channel the first one and put it to occlusion for ambient occlusion for the O the next channel the G you put it to roughness which is up here and the DP is displacement so the last channel the B Channel go displacement now you're not going to see anything change here because this is using the default mesh that's in Unreal Engine it doesn't have Nana enabled I don't believe so you don't see anything changed here but what we're going to want to do is click on the main thing go down to displacement magnitude I've found for this material 24 to be the one that I think looks the best I'll show you that later um the center part don't worry too much about that that just means the center of the colors for the displacement map so if it's zero to 255 128 would be the center of um what is zero um so that's kind of what that is for anyway hit save go ahead and close it uh all right then now I'm going to drag this my castle floor onto the floor and then watch it's gonna go Boop now I'm going to show you turning it off and on so you can see the difference or dramatically or dragging it on so I'll drag it on you can see it off put it back on you see it kind of pop and make it more way more in depth now let me just show you the different magnitudes and how that kind of works so here I have it on 24 I'm gonna put it up to zero you see it goes flat now I'm going to put it up to let's try 100 now it goes all crazy so anything that has noise and really intricate stuff it goes really extreme so again 24s the one I like I tried 20. it just looks a little too flat I also tried 30 and what I found is that there's like a little bit too much noise that kind of shows up in these little areas you kind of see these little Peaks and weird stuff but 24 for some reason just kind of looks pretty good to me so I'm just going to show you this little space with the displacement app enabled so you kind of just see what it kind of feels like to have this Castle flooring in this little apartment so now let me show you another angle between the displacement up a little bit higher so I'm actually going to use the console commands this is with it off on so if you see it now it's a lot more detailed I'm going to turn it off again that's off and that's on off con off con so from a further distance it's not as dramatic but still looks quite a bit more realistic in my opinion you can see a lot more Shadows I'm going to turn it off and on again so let's see here off on so there you go that's the fastest way to use Mega scans and do displacement in my opinion
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Channel: Ryan Wyler
Views: 3,543
Rating: undefined out of 5
Keywords: UE, UE 5.3, Unreal Engine, Height Map, Bumpmap, Heightmap, Tessellation, Nanite, Unreal Engine 5.3, 5.3, Quixel, Quixel Bridge, Materials, Texture Maps, Texture Map, Texture, Material, Quick, Fastest, Easiest
Id: Vrw2JKipxBA
Channel Id: undefined
Length: 7min 32sec (452 seconds)
Published: Tue Sep 19 2023
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