Issue with Materials

Hello,

I’m trying to set up a few materials to look as realistic as possible, but I’m having some trouble achieving a nice result. In this particular case I’m using the demo downloads from RDT, such as this one:

rock-02-demo.jpg

I have enabled tessellation (tried with both Flat and PN Triangles), and have set up the material as follows:

I’ve tried with the values and nodes that appear on their site, but the result is always very flat (the image for UE4 on their site looks kinda flat as well…), so I was hoping I could get some indications on what to change to make it look as if it was fresh out of substance designer, and not like a sticker on the floor.

These particular demos have 4k color textures with normal maps, depth, AO, Bump, Gloss, Hi-Gloss, and Roughness maps.

Any help would be greatly appreciated, since I have no idea what to do anymore at the moment. I tried with the demo of Substance Designer and using the plugin to import those files directly to UE4, but unfortunately I know nothing about that software to improve the situation either.

Thank you!
Nick.

EDIT: Example 2 posts below.

AO texture should go to ambient occlusion slot. If texture is cavity map instead then remember to multiply specular channel too. Physically Based Materials in Unreal Engine | Unreal Engine 5.2 Documentation

If I understood it right you haven’t posted a picture of the problem. Not sure how to give feedback if I can’t see the problem.

My bad. Here’s an example of what the textures end up looking like. It seems as if the whole floor rises and covers the mannequin’s feet, but if you look at it it’s all still pretty flat and the depth map doesn’t seem to be doing what it’s supposed to, as far as I know:


Thank you.