Dude, I can't say how grateful I am for your generous help with this widget! I was in 10 seconds before starting to write Editor utility script for the same purpose (I already wrote 2 today for other musthave things) and decided to browse through the web in tries to find an already built solution. Man, you saved couple of hours for me and lots of guys over the world struggling the same problem! You did great on the widget's perfromans and visual tidyness of the node graphs - everything is clear and easy customizable. I'm using UE 5.3 and didn't get this widget work from the start because of 2 things - My ORM textures already had SRGB bool unchecked (I got crash everytime I tried to run your widget), then I just reimported them and received nothing... the problem was in filenames (since I prepare all textures for import to UE with batch renaming, all of their names started with Material name). I added a prefix to all of them (to have the Mat name between underscore symbols) and VOILA - it worked out as expected. And yeah, you wrote about naming in instructions.... but who reads full manual?!? LOL Thanks again!
idk about 5.4 (i use 5.3) but i changed some setting in M_AutoMaster material blueprint by fixing the error message in the material (not replace the error texture) instead click on the error texture, on the Details, look for Material Expression Texture Base, it should be empty. Locate the texture that was supposed to be there and find and assign them from there.
The idea is brilliant but unfortunately I couldn't make it work in ue 5.3 :( I don't have a combined ORM texture, just separate metallic and roughness, but no matter how I change the names in the widget no textures apply
Dude, I can't say how grateful I am for your generous help with this widget! I was in 10 seconds before starting to write Editor utility script for the same purpose (I already wrote 2 today for other musthave things) and decided to browse through the web in tries to find an already built solution. Man, you saved couple of hours for me and lots of guys over the world struggling the same problem! You did great on the widget's perfromans and visual tidyness of the node graphs - everything is clear and easy customizable. I'm using UE 5.3 and didn't get this widget work from the start because of 2 things - My ORM textures already had SRGB bool unchecked (I got crash everytime I tried to run your widget), then I just reimported them and received nothing... the problem was in filenames (since I prepare all textures for import to UE with batch renaming, all of their names started with Material name). I added a prefix to all of them (to have the Mat name between underscore symbols) and VOILA - it worked out as expected. And yeah, you wrote about naming in instructions.... but who reads full manual?!? LOL Thanks again!
James, how do I thank you enough?
That’s amazing!
I am glad I found this great tutorial!
cool
Is it possible to customize the widget for more than four params to support other map types, e.g. aniso, IOR, etc.?
EDIT: doesn't work in 5.3
how to use textures assigned param ? :)
I can't get it to work on 5.4.3 :(
Some one can help me plz?
idk about 5.4 (i use 5.3) but i changed some setting in M_AutoMaster material blueprint by fixing the error message in the material (not replace the error texture) instead click on the error texture, on the Details, look for Material Expression Texture Base, it should be empty. Locate the texture that was supposed to be there and find and assign them from there.
omg.. It works!!!! :D
thx soooooo much !!
The idea is brilliant but unfortunately I couldn't make it work in ue 5.3 :( I don't have a combined ORM texture, just separate metallic and roughness, but no matter how I change the names in the widget no textures apply
When I Import the textures into UE it doesn't create new instances of materials. Even when i Change the material import method.
Does your MM work with UDIMS?
HI, would you like to accept request access from google drive, Thank you
Fixed it so you should be able to view and download!