I’m using Quixel megascans and a variety assets on there have moss and includes a “fuzz” texture.
It’s very confusing on what you are supposed to do with this texture as the Quixel site gives very little documentation on them and there’s nothing on fuzz textures in UE4.
Here’s what’s happening, I’m making a basic material and if I multiply/add the fuzz portion to the albedo, it will mask it and if I plug the fuzz into emissive color it will just make the fuzz sections of the material white. I’m having trouble figuring out how to apply the texture to the albedo maps.
You can fake it in the standard Default Lit shading model since cloth/fuzz is relatively simple to approximate, You would use that node, but don’t use it in the emissive input. Essentially you just add that fresnel component, based on the pixel or vertex normal, to the Base Color, use full roughness, and possibly smooth out the normal at grazing angles depending on the material.
You could also change it to the Cloth shading model, which includes the Fresnel/fuzz, so you wouldn’t have to do that yourself.