I’ve created a Megascan material blend in 4.26 then reopened in UE5.
However no matter what I do I canot get any displacement in my materials.
In the attached I’ve set Normal strength down to zero and cranked up Displacement amount to 1000. I definitely should see something in the preview window.
I’ve tried switching my Parent material from
SurfaceBlend_Master Material to MS_DefaultMaterial_Displacement No difference.
Thanks Yes apparently deprecated in 4.26 and completely removed in 5.0. But this begs the question, how to do displacement with Megascan materials in UE5?
Its possible to displace individual meshes using the Modelling Tools plugin. And I’ve also seen virtual height fields being suggested for landscapes.
But what is missing is the ability to easilly create material blends using vertex painting, each with their own unique displacement, like you can with the current Megascans Material Blend workflow in 4.26. This workflow was-is so powerful and easy to use. IMHO a huge mistake to remove tesselation. Hoping this is added to Nanite.
Has there been any response on this over the past half year or so of people griping? It would be nice to have a sticky thread that explains the situation and offers new paths forward
Finally with some help of other people I’ve figured it out. You can use displacement with megascans multimaterial by first going into vertex paint and hitting the ‘apply’ button. That will bake vertex paint on the mesh and nanite won’t break it once You turn it on.
You can disable nanite on the mesh if You want to make and changes to vertex paint.
The only problem left is that it does not work with ‘has puddles’ enabled. Therefore You’re unable to add wetness into Your vertex paint. Trying to figure this one out now.