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.