I migrated the material files from the video’s description into my project, and applied the material instance to my landscape. I also made the blend layer info file via landscape mode. Once it is done, the landscape gets painted as I intended. However, the landscape instantly turns black permanently whenever I hit the save button(save level or material instance). I have no idea why the save button spoils my landscape material.
I downloaded material assets from quixel bridge. I need to put Color, Normal, and Roughness files in each boxes on top of the list, but I’m not sure if those are the right files or not.
Luckily for you I can read some of the missing text you forgot to show in the top image. It’s warning about the roughness. The texture is perhaps not using the right setting.
Hi!
i recently started learning unreal engine 5 and had the same problem as u have.
Somehow when i edit (smooth for example) the landscape it get color again.
Once i save everything it still gets black but dont know why.
ill follow this thread untill someone have a solution for this
When the guy posted his UE4 landscape material tutorial, Quixel was providing surface material names as (material name)_A, (material name)_N, (material name)_R which shows the color(don’t know why it ends with _A but whatever), Noise, Roughness. However Quixel now seems to provide material names as _D, _N, _ORDp. I had no idea what stands for _ORDp and just put it in roughness, and I assume that’s the reason of roughness warning. Any idea how to fix it?
As I searched by myself, it seems that O/R/Dp each matches to RGB in the texture. R maps to O(Ambient Occlusion), G maps to R(Roughness), B maps to Dp(World Displacement).
This is one of the material function files that the guy who uploaded the material tutorial made. I just need a single mask node, but UE5 doesn’t have an RGB mask node. I’m stuck here.
The reason why that node is named as ‘Roughness a’ is because Quixel was providing roughness files instead of ORDp at the time when the guy made the tutorial. So I need to give that node ‘a G masked ORDp texture’.
In order to do that, I have to
split the ORDp texture file to each R/G/B masked mode and save each as another texture file
or
find a mask node for textures(maybe doesn’t exist).