I’ve got a nice looking scan-based cave scene in Mari 4.7 (Foundry) using their Unreal shader, which provides for various channels in UE5s Material Editor, the attached screen captures from Mari reflecting base color, normal, bump, and roughness, each of these being scan-based except roughness, which I painted in. The source data was all 16-bit tif, which then I exported as 8-bit jpg and brought these ten 8K UDIMs per channel into UE5 with virtual textures enabled. I know to ignore some of the lighting effects from the defaults in a new project, but there’s something way out here, most notably with the way the normal map is breaking up. Can anybody help me make sense of the issue with the normals and how to preserve the crisp fidelity I’m seeing in Mari to come alive in UE5?