1:40 Those displacement settings apply to the displacement input pin of the material attributes. They won't do anything until you have something connected to that pin and Quixel textures don't use it (maybe in the future, once the nanite tesselation is no longer experimental, but for now, they don't). They are the same settings that you play with at 4:50 but for the specific material instance instead of the parent material. Edit: in 5.3.1 at least, it doesn't look like the instance's displacement settings work even if the displacement pin is connected.
@@ryanwylervids I don't think so. It would certainly be a bad idea since the master material is part of UE content (i.e. it will be overwritten when upgrading UE, it will affect all projects, ...). However (*), in Quixel, next to asset quality selector (bottom right), there is a mixer icon, which allows to select a master material. So it should be possible to make your own material, then tell Quixel to use that before adding the asset to your project. If the setting is global and not per-asset, you would only need to do it once. And to make your own master material, you can copy the UE original material into your own project and modify that, instead of creating one from scratch. * Disclaimer: I've never done any of this, so I don't know how well that works
hey. i stuck on addind siplacement to nanite rectangle, howeveri it works with landscape in my project . i uploaded it on my channel, maybe you have ideas >?
@@kwitkari Ryan's video is about the displacement in the material. In your video you're playing with the displacement in the rectangle mesh. I'm not sure if that setting is supposed to overrides that of the material or if it's supposed to only apply to the displacement maps of the mesh (just below the setting you're changing).
Thank you for your video. I did everything as described, but when I make my own material and double click it to do as you said, there is no displacement nod, to connect the blue channel. Any ideas?
If there's no displacement node you probably aren't using Unreal Engine 5.3 or you didn't restart unreal engine after updating the defaultengine.ini file like I describe in the video. I'm doing this on a windows machine, I don't know if you're on another platform if UE 5.3 doesn't support this feature.
Thanks! I don't know why Unreal Engine needs workarounds for almost every single setting i want to use. It's ridiculous.
Champion, thank you for this
Thanks a lot! You saved me for real!
1:40 Those displacement settings apply to the displacement input pin of the material attributes. They won't do anything until you have something connected to that pin and Quixel textures don't use it (maybe in the future, once the nanite tesselation is no longer experimental, but for now, they don't). They are the same settings that you play with at 4:50 but for the specific material instance instead of the parent material.
Edit: in 5.3.1 at least, it doesn't look like the instance's displacement settings work even if the displacement pin is connected.
Is there a cleaner method to do this by fixing the quixel materials directly instead of having to make a new material?
@@ryanwylervids I don't think so. It would certainly be a bad idea since the master material is part of UE content (i.e. it will be overwritten when upgrading UE, it will affect all projects, ...).
However (*), in Quixel, next to asset quality selector (bottom right), there is a mixer icon, which allows to select a master material. So it should be possible to make your own material, then tell Quixel to use that before adding the asset to your project. If the setting is global and not per-asset, you would only need to do it once.
And to make your own master material, you can copy the UE original material into your own project and modify that, instead of creating one from scratch.
* Disclaimer: I've never done any of this, so I don't know how well that works
hey. i stuck on addind siplacement to nanite rectangle, howeveri it works with landscape in my project . i uploaded it on my channel, maybe you have ideas >?
@@kwitkari Ryan's video is about the displacement in the material. In your video you're playing with the displacement in the rectangle mesh. I'm not sure if that setting is supposed to overrides that of the material or if it's supposed to only apply to the displacement maps of the mesh (just below the setting you're changing).
So helpful, thank you!!
Awesome
Thank you for your video. I did everything as described, but when I make my own material and double click it to do as you said, there is no displacement nod, to connect the blue channel. Any ideas?
If there's no displacement node you probably aren't using Unreal Engine 5.3 or you didn't restart unreal engine after updating the defaultengine.ini file like I describe in the video. I'm doing this on a windows machine, I don't know if you're on another platform if UE 5.3 doesn't support this feature.
I cant find the displacement node to connect the blue channel to it. Why cant I see it?
you have to enable it from project settings, search for the tutorials
hey for some reason on path tracing mode it will dissapear, how to solve that?