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!
Solved! Go to Solution.
Solved by Nattrassj12. Go to Solution.
Have you set the 32-bit EXR images to RAW?
Do you have any images to show of your shaders and renders?
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.
Try turning off the Flip R and Flip G on the normal map attributes if you haven't already
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! 🙂