Material Instance when import

I have a problem. When I import my 3D model (along with its materials), for some reason the materials are imported as MATERIAL INSTANCES. I don’t really have a problem with that, but the issue is that it sets the following as the parent of the instance: FBXLegacyPhongSurfaceMaterial, which causes my materials to look extremely black when they are under the shadow. Obviously, I don’t expect them to look great if there’s no light, but this is really extreme, and it doesn’t happen when they’re exported as MATERIAL. I tried to fix it by setting EmmisiveColor, but this changes the true color of the material and makes it shine, which is an effect I don’t want.
I am attaching some reference images.

When the light hits you squarely:

When there is shade:


And now a contrast between the two:

In game: (This is where it looks worst lol)

Does anyone know how to fix this?

Maybe I’m doing something wrong in Blender, I don’t know (I didn’t have this problem before, so I doubt it; it started happening when they added that new interface when you import).

same, it used to not be like that

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I don’t understand why they changed it, it didn’t even need changing… and to top it all off, now it doesn’t work properly HAHA

With FBX import managed by Interchange we have introduced some changes to the material management and unexpectedly a couple of bugs.

  • We now force material instances creation when importing FBX files, however the UI needs to reflect that. ATM the option to create normal material is still there even though only material instances will be created.

  • FBXLegacyPhongSurfaceMaterial should provide a close match to the original materials created by FBX legacy. One main difference that slipped through is the ambient occlusion that is 0 by default now. That should be fixed in 5.7.2. In the meantime you can duplicate the FBXLegacyPhongSurfaceMaterial material and exposed the ambient occlusion parameters + set it to 1 to get a similar look at fbx legacy material

Left AO at 0, right AO at 1.

Please note that conversion from Phong to UE PBR materials relies on some approximations so the look of out of the box materials between FBX legacy and FBX Interchange might be slightly different. Up to the user to tune them.

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Ahh, I see. Thank you so much for your help, really. I’ll give it a try. :heart: