Houdini: ‘Fixing’ Megascan Displacement

In this tutorial I will show you how to 'fix' the displacement issue we have been facing when rendering Megascan assets inside of Houdini. This method is still a work in progress but we will achieve results much closer to what we see in Quixel Bridge.

I am rendering in Redshift for speed, but the concepts should apply to Mantra/Solaris too.

We will:
- create a better resolution LOD0 mesh
- bake out custom displacement & texture maps
- convert the original displacement into something we can use
- learn about why there is an issue

Please Note: Not all render engines are the same. This is kind of why we are experiencing this issue. Other render engines/softwares may compute these texture maps differently.

In this video I will show you how to 'fix' the displacement issue we have been facing when rendering Megascan assets inside of Houdini.

This method is still a work in progress but we will achieve results much closer to what we see in Quixel Bridge.

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Beautiful Clouds with Redshift in Houdini

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Houdini: Quixel Megascans Workflow