I’ve baked out a 32 bit floating point vector displacement map to exr (can’t get unreal to read tiff) from Mudbox using absolute tangent (I hope to get this on a deforming character). I’ve seen some examples of people getting vdm to work, but I haven’t had any luck replicating it. From what I can tell, they’re converting the textures to standard png and the like, which loses the precision of the floating point format. Is there any way of getting this to work out-of-the-box in unreal engine?
Hello - could you share what your material setup looks like please. I’m having issues getting a similar material to work.
Many thanks,
Paul
