GPU Lightmass Quixel Assets Render Black

Hi guys,

I have a question regarding light map baking using GPU Lightmass.

For the majority of my scene, even while using Nanite, I get a perfect bake.

But for all of my landscape 3D assets from Quixel, which I used to build up the ground in my project, come out as black!

Nanite ON/OFF makes no difference.

I have tried using “Force No Precomputed Lighting”, getting rid of all lightmaps, disabling Virtual Textures and rebaking.

All lights set to static.

Before bake:

After bake:

Lightmass settings:

GPU Lightmass settings (usually use Full Bake):

Mesh settings:

I have spent days trying to figure this out so ANY help is super duper welcome!

Thanks!

Bump

I’m getting the same problem, the sandstone cliff bakes fine but anything Nordic is black

Oh boy, do I have some great news for you! I figured out a way to fix this issue.

You simply need to open the Quixel asset material, navigate to the Parent material.

Mine is called M_MS_Default_Fuzz_Material. Inside of it you will find a Constant 1 parameter which is set to 0. Set it to 1 and it should fix your issue :slight_smile:

However, I have not been able to solve this for some other Quixel assets.

Nanite or not, I have been able to bake most objects. It seems to boil down to some settings in the materials.

That is, if you have done everything else correctly settings-wise and UV-wise.

Hope that helps you out!

Jesus Christ, no one ever replies here and not only did you reply but you’ve solved it!

You are a Legend, thank you

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No problem, dude!

I spent like four days trying to figure this out, nearly losing my mind.

So glad that we have a fix!

Thank you so much, I wonder why Megascans have that setting (AO) set to 0?

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