We know in Unreal, range displacement goes from fully black pixels to fully white pixels : world displacement works with positives values :
That is not the way other programs works where middle grey pixels are not affected by displacement distance (3ds, blender…): dark tones go down, and light tones go up :
The problem is, with height map generated from quixel mixer, once set in an unreal material, the surface will be moved as a whole, since where the gray pixels are not supposed to be affected, they are in unreal : we want the surface keeps its original Z locaiton as much as possible.
(for the screenshot purpose, in the 3rd image, I manually lowered the Z location of the surface)
Is there a way to uniformize the way displacement works in unreal?
Source code modification? Texture remapping by using nodes in material?
Maybe there is an option in quixel mixer to remap the heightmap before exporting?
What do you think guys?