Quixel snow assets look terrible in-engine

I’m trying to make a scene using Quixel snow assets, but they look absolutely terrible in-engine. I’ve spent the past four hours fiddling with the Megascans default materials, transluscency, subsurface scattering, you name it, but I can’t for the life of me get the assets to look anything like they are pictured in Quixel Bridge.

Here is how the asset “Snow Pile” looks in-engine, with subsurface scattering enabled and tuned how it’s “supposed to be” based on the asset’s textures:

Here is how it’s supposed to look, according to Bridge:

Here is the material instance setup, using the material M_MS_Default_Transmission_Material that imports with the mesh from Bridge:

I know there are obvious differences in lighting, but no lighting differences should account for this degree of visual disparity. The Quixel picture looks incredibly realistic with very nice subsurface scattering that realistically softens the snow, while the in-engine asset looks like a pile of painted rocks.

Does anyone know how to make Quixel snow assets look how they are pictured in Bridge? Or if not, does anyone have any resources or experience with making realistic snow in Unreal? Thanks in advance for any help!

Did you ever resolve this? I’m having the same issue!