MENU

Fun & Interesting

How to convert FAB ORM to Quixel ORD using the Texture Graph in Unreal Engine 5.5.

Crawford Terrace Studios 1,479 6 months ago
Video Not Working? Fix It Now

In this tutorial I'll be using Unreal Engine 5.5 to show you how to take a FAB ORM Texture map and replace the Metallic Map with the correct Displacement/Height Map to create an ORD Texture just like we used to get from Quixel Bridge, using the experimental Texture Graph plugin that comes with UE 5.5. In case you haven't noticed yet, but when you download a Quixel Bridge Megascans texture from FAB it no longer contains the ORD map (Ambient Occlusion, Roughness, Displacement). Instead you get an ORM Map (Ambient Occlusion, Roughness, Metallic), and the Displacement Map (FAB labels as Height Map) is a separate Texture Map. So if you have a typical UE/Quixel Bridge Master Material that expects an ORD Texture and no option for a separate Displacement/Height texture then you are stuck either modifying the Master Material yourself or if you purchased it from the Marketplace, hope the creator will update it soon to work with the new FAB/Quixel ORM textures. OR Watch this tutorial and learn how to make a NEW Quixel ORD Texture map from the FAB Texture set using only 6 nodes from the UE 5.5 Texture Graph and still use your existing Master Material just like before!! If you want to support me: https://ko-fi.com/crawfordterracestudios Chapters: 0:00 - Intro 0:30 - What are ORM and ORD Textures? 1:00 - Why this video? 1:30 - A closer look at the Quixel ORD and FAB ORM Texture Maps. 2:35 - The 2 problems we solve in this video. 3:30 - Where is the FAB Displacement/Height Map? 5:28 - How to replace the Metallic Map in the FAB ORM with the standalone Height Map? 6:40 - Enabling the Texture Graph plug-in. 7:01 - Creating our Texture Graph component. 8:10 - Stepping through each node in our new Texture Graph. 8:30 - Adding the Texture Source Nodes. 9:05 - Adding the Split Channels Nodes. 9:38 - Adding the Combine Channels Node. 10:33 - Configuring the Output Node. 11:22 - How to use our new ORM to ORD Texture Graph. 12:10 - A closer look at our New ORD Texture Map. 12:34 - Optional node to add to control Brightness and Contrast. 13:02 - Import things to keep in mind when using your Texture Graph. 15:00 - How to reduce the Resolution on your ORD Texture - or any Texture within Unreal. 16:27 - How to fix issue with Height Maps not displaying correctly in Unreal's Texture Editor. 16:50 - Outro Credits: ============================================= Background Music: https://www.scottbuckley.com.au/library/life-in-motion/ 'Life In Motion' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au System Specs: ============================= CPU: 13th Gen Intel Core i9-13900KF (24 cores) Memory: 32gb Graphics Card: ASUS GeForce RTX 4070 - 12GB

Comment