Hi, I am quite new to UE5 and am trying to create a cinematic space sequence for a uni project. The idea is to have the camera fly through an asteroid belt, and be quite up close to some of the asteroids, meaning I need high detail assets.
I created the asset using Maya, then textured it in Maya and it came up with fantastic results, however when I try and use the material in Unreal Engine it malfunctions and the depth does not translate at all.
^^The image above shows my material in the Maya hypershade window. “file1” and “file2” are my diffuse and normal maps respectively.
I believe the issue is coming from “cloud1” as that is being used as a displacement map, which does not translate properly into Unreal Engine. With my normal and diffuse maps I can just reattach them manually in Unreal, as I created those textures in Substance Painter. However, the “cloud1” texture is native to Maya and there is no way for me to export the map by itself, only as part
of the material which doesn’t seem to be working.
^^^ Test render in Arnold, Maya.
^^^ The same object and textures, displayed in Unreal Engine.
I have tried using the displacement tool in the UE5 modelling toolkit, but it just doesn’t
give anywhere near to the same result I am looking for.
TLDR: Modelled an asteroid, trying to export the Displacement map from Maya to use on the same object in Unreal Engine 5, as the displacement tool in UE doesn’t give me similar results to my displacement map created in Hypershade with Maya.
Any help would really be appreciated!