Community
Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Megascans Ground Textures in Arnold?

5 REPLIES 5
SOLVED
Reply
Message 1 of 6
james.leitenberger
1894 Views, 5 Replies

Megascans Ground Textures in Arnold?

Hi there,

could someone give me a quickstart for rendering Quixel Megascans ground textures in Maya with Arnold 5? Just plugged in the files into my aiStandardShader and tweaked the IOR.. but it looks terrible unreal. The displacement/normal/bump maps are waaaay too strong. I need to set the normal-depth to 0.001 (min value) and it seems to be too strong too.

With megascans assets (like rocks, plants,... ) I really have no problems...

For lighting I use a HDR image. The ground plane is subdivided by catclark.

Thanks!

5 REPLIES 5
Message 2 of 6

Have you set the 32-bit EXR images to RAW?

Do you have any images to show of your shaders and renders?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 6

Hi there @Lee Griggs,

yes I'm using RAW color space for my EXR files. All files have 8k resolution.

I can't figure out how to set this up correctly. I followed Arnold 5 tutorials from Arvid Schneider for the Megascan assets. Even in UE4 I got nice results. Maybe I'm missing something in my shader network?

Thank you.

Message 4 of 6

Is the bump set to Tangent space normals?

I would add a Range shader between Specular Roughness and the texture, otherwise, it defaults to 1.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 6

Try turning off the Flip R and Flip G on the normal map attributes if you haven't already

Message 6 of 6

Hey there, thanks for your replies! I am now closer to what I want to but I need to tweak a little bit more. Thank you! 🙂

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report