Here’s a image of what my freshly imported nanite assets look like (fresh from quixel bridge). The textures appear really very blurry. If I open the texture up, you can see the incredible detail that SHOULD be visible in the 3D scene
Here’s an error visible when I open the asset’s material:
To fix it, I have to convert the textures to Regular Textures, then back to Virtual Textures. Then it looks normal
Why doesn’t UE5 load the quixel assets in full-detail?
Hopefully it’s just a setting on my end that needs to be fixed. I’m using a fresh install of windows, and a fresh install of UE5 with just a few water plugins loaded up
Same i been looking for a solution for up to a month none was helpful!
Hope to find probable answers.
Quixel assets import by default as virtual textures. Right click the texture samples and select ‘convert to regular texture.’ This will solve the issue.
If it doesn’t, you’ve likely exceeded the texture streaming pool size. You can increase this in the console using r.streaming.poolsize =
(and then specify a value after the ‘=’)
Not sure, but maybe it has something to do with the sampler types on the placeholder textures in the quixel megascans master materials.
Why is nobody answering this
Because EnjuY1517 already did
Haven’t tested it myself yet but it seems that Quixel recently released a Bridge update that includes a new master material for virtual textures.
No he didn’t…
That is it.
VTs need a different Sampler Setting or they will only sample the lowest mip map with the regular Setting.
I, in fact, did. You’ll need to ensure the M_MS master material is the correct one. The default is unfortunately wrong most of the time, and after import your material will be set to use the non-VT master material while the texture samples themselves are imported as VTs.
Why Quixel is making Virtual Textures if at the end we will be turning all textures to regular again?