Why is my Megascans blended material suddenly of poor quality in UE5?

I have imported 2 Megascans materials (both a concrete variant) size: 2m x 2m
Those look good on a 2 x 2m surface in UE5 and they look good (hi res) on the preview in the material detail window.

Then from those two materials I create a blend material (through the quixel bridge popup) and this results in a blend material of very low quality (see screenshot) - even already in the preview.

Nothing magic, I’m not doing any extra step, just very simple create blend material.

Anyone any ideas?

same(

I have a few suggestions that you can look into to figure out the reason for the issue:

  • Check the resolution of the textures used in the blend material. Make sure that the textures used in the blend material have a high enough resolution to maintain quality when blended.

  • Check the tiling settings of the textures used in the blend material. Make sure that the textures are tiled correctly to maintain quality when blended.

  • Check the UVs of the meshes that the blend material is applied to. Make sure that the meshes have good UVs, to maintain quality when blended.

  • Check the settings of the Quixel Bridge. Make sure that the Quixel Bridge is configured correctly to export materials of the appropriate quality.

  • Check the settings of the blend material. Make sure that the blend material is set up correctly and that the settings are appropriate for the textures being used.

  • Check the material quality settings in the Unreal Engine project settings. Go to Project Settings → Engine → Rendering and check that the “Material Quality” settings are set to the appropriate level for your needs.

  • You can try to increase the quality of the materials by increasing the texture resolution of the source materials, or by adding more details to the source materials.

  • Make sure that the materials being blended are compatible with each other and that they are not

Please, let me know if any of the following solved your issue. Also consider letting me know what solved the issue for you! :slight_smile:

check this thread, i hope this is what your problem is

and watch this video

3 Likes

Hi,
I got the same problem with very low texture resolution, except with the terrain substance. However, I encountered something else…

For some reason it totally ruined the original material. I.e, not only references to the Blend Material but also the actual source of the blend. It looks completely awful.

Same here, for some reason, checking off Virtual Texture Streaming fixes the issue with the blend material, however, the original Material Instance from Quixel Bridge is completely messed up. The error message in the window states that it needs to be a VT, but when you look at the Blend Material it’s totally fine.

Has anyone figured out why yet?

Still haven’t found a solution to this, myself.

I had a personal solution I guess. I tried a few “fixes” first, like the r.streaming.pool size solution, teh restart, the different anti-aliasing suggestions out there. None of those worked.
Then I noticed that whichever texture lost crispiness, if I’d locate that material in the Content Browser, 2-click it to open material editor, and then open each individual Element, it would sort of reload.

This was happening specifically to me with trying to Mesh Paint and make a Blended Material.

But in the end, what was making them get blurry had to do with the GPU. Depending on which one you, there are a lot of differnt anti-aliasing settings. I messed around with a couple, and it stopped happening, by turning certain features ON. I’m not gonna go in to detail cause your settings may be different, but all I’ll say before you start editing your GPU Nvidia settings to try to fix the blurry issue is:
1 make sure you tried other softer solutions first.
2 if you change your GPU settings and are not an expert at what each one does, make a backup of your current settings to revert in the event of a more catastrophic failure; even if you have to just write the ones down that you change.
3 if you have the muscle in your GPU try changing the Engine Scalability settings.

All I can say why this worked for me is that if something looked great for a long time and then it suddenly doesn’t, I’m probably overloading the GPU with something, so that’s why I focused on the Graphic settings and it improved. More importantly it sustained, which is what I want because the issue for me was that when I added the material to a mesh it looked great, then after doing a couple of other things it would reduce in resolution.

V