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:
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!
Hello @evanallred123 , @John_CTS , @Jinkel , @EnDrX
I have investigated the issue at my end. Kindly create a support request and mention this thread in the ticket. Lets continue our discussion there. Will be looking forward.
Hi! I think the main issue it might be related with shader setup, I’ve made one myself from scratch and ended up looking like this. Also I think usually the renders of the thumbnails, may be done in marmoset toolbag.
Thanks for sharing the screenshots. Previews can be a bit different as it depends upon the lighting setup you use and few tweaks sometimes to match the renders.
I’ve prepared a guide that should help users achieve better results when dealing with snow assets. Please follow the steps below and let me know how it goes at your end:
Add a physical object into the scene in order to add a snow surface on it.
Download the snow surface and add it to your plane
Click on the parent material dropdown and look for transmission then you will find “M_MS_Default_Transmission_Material”. Click on this material. As to reflect the transmission in snow assets, we will require this as a parent material. Note: if it is already M_MS_Default_Transmission_Material at your end then you can jump to the next step.
One more important step that I’d suggest you to do, in order to achieve the desired results. Go to Bridge Standalone and download this same asset. (Asset Id is mentioned with the asset name in content browser.
After downloading the asset, go to your content browser in UE5 and click on Import >Go to the asset you just downloaded in Bridge > Select Transmission map and import it. Transmission map will be then available in the content browser, as highlighted below:
You can tweak the RGB values set for SSS as per your requirement. You can use the same resolution for 3D assets as well.
Note: If you have access to fab plugin, I would recommend you to download this asset through Fab for a better experience and then let us know your thoughts.