Tutorial for situations when Megascans materials don’t look correct inside Unreal Engine.
Another portion of tips and tricks from Alireza Khajehali. All you need to know about mixing Megascans materials with Unreal Engine 4. The best material setups for optimal results.
1. Albedo + Normal + Roughness + Specular 0.5
2. Albedo + Normal + Roughness + Specular 0.5 + AO
3. Albedo + Normal + Roughness + Specular 0.5 + AO + AO Multiplied on Albedo
We originally added the AO map to the AO input in order to have fine shadows on our surface, but it resulted in over occlusion when we multiplied the AO on Albedo. Simply disconnecting the AO map from the AO input gives us consistent fine shadows on both lit and shadowed areas. Now we have those fine shadows sorted out, but the unpleasant uniform reflection is still there.
And here is a comparison between 1 and 7.
The guide was originally published on Polycount.