Quixel materials - All height maps are pure white?

With the new Fab materials, all height maps are pure white. This makes height blending and nanite displacement impossible. Is this an error that’s being worked on, or is it intended to put a 4k white texture onto my storage device?

Hey there!

I’m not going to say that this is 100% what the solution is, but I just ran into this issue myself, and it worked for me.

Open the Height texture you’ve imported/added into your project, and change the Compression Setting from Displacementmap (G8/16) to VectorDisplacementMap (RGBA8) .


Will hope this is the actual fix and it doesn’t mess up things down the line.

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This worked for me! However, I have a related question about these maps: I’m making an auto-landscape material, and I’m not sure where to put/connect the height texture file. I know the ORM is for occlusion, roughness, and metallic, and there are separate normal textures to connect to normal, but I’m not sure what these are for. Any advice?

@bombonabus , did you ever figure this out? I have the exact same question. I assumed “Pixel Depth Offset” would be where the _H files go, but that doesn’t seem to be doing anything. I tried using both the RGB and RGBA values but not noticing any difference.