When working with Megascans material in unreal engine, I can’t completely edit the material by opening the material editor where the nodes are located.
Instead, a window opens where I can change some material settings, but there are no nodes there.
I did this, but when I open the parent material, completely different textures are displayed there. I’m trying to edit the asphalt material. But in the parent material - the texture of the tile.
You can change the textures in the Material Instance itself - there should be options for each of those textures “Albedo” etc listed in the details, just tick the boxes and select the textures.
I can replace textures in the material instance, but I don’t just need to replace the texture. I want to mix it with another texture using a noise map.
Oh, I see - you’re wanting to remove tiling. In that case you will need to create your own Material to do that rather than use the Megascans Material and Material Instance.
There are plenty of tutorials on how to create a non-tiling material, just ask uncle Google or aunty YouTube.
I have some tutorials too (linked below) and a tool that can help reduce tiling and create noise maps.
The problem is not the tile.
The problem is that I don’t have full control over the material.
I need a tree of nodes that make up the material. So I can change any aspect of the material, not just the textures and their tiling.
I need the materials downloaded from megascans to open as shown in the picture.
Right-Click in the content browser, select New Material. From there, drag the textures from the content browser into that new material in the material editor - then you can create or copy/paste your nodes into there and wire them up.
Starting from scratch this way should help you get a feel for how the whole process works.