Surface Technical Quality and Map Disparity

I’m noticing a number of issues with randomly sampled Surface assets. In many cases, I’ve noticed that there is a high level of disparity between Height (Displacement), Normal, and AO maps.

I’ve observed that these maps often times need re-authoring to achieve consistent quality (by re-computing from one map or another). But the edit path varies, and isn’t as deterministic as I would think it could be.

In an attempt automate surface improvements, I had mistakenly assumed that displacement was the single source of truth, and that I could batch re-create normal, ao, curvature, etc. But sadly that isn’t the case. Is that the intent however? What is Quixel’s recommended path for re-conditioning and fixing these assets?

This asset for example, has what appears to be low frequency displacement modifications (which appear multiplicative and not just additive). These features are not represented in the normal or ao. Attempting to re-compute normals (right) results in much larger map disparity.