

Expect a more friendly name for this setting soon.

Note: I only realized upon typing this doc how incorrect this setting name is. It is suggested to keep the aspect ratio square for "Full 3D Imposters" and to only modify it when "Single Rotation Axis" mode is used. If the setting is 2, the aspect ratio will be 2:1 if the setting is 4 it will be 4:1 etc. At the default 1, the imposter grid will be square. This setting allows you to create nonuniform textures. Only adjust when necessary as the smaller the scale, the more resolution that is lost. This is only necessary in rare cases where the mesh very closely matches its sphere bounds causing the meshes to get close to the edge of each grid cell.

This allows you to scale down the mesh slightly if you have any issues with edge bleeding in the final imposter sprite material. Higher numbers result in less 'popping' in the final result during motion but will either cause less texture resolution or require you to use very larger texture sizes. This setting determines how many frames around Z your imposter will store. You can simple use 0,0,1 transformed Tangent->World if there is no normalmap texture. The reason for that is we want to represent the world normal as viewed from the direction the camera would be, instead of all using the same camera which this top-down method forces. However, if I try changing it to anything else, the warning becomes an error so I'm not sure how to resolve that.You need to use a Transform node set to "Tangent to Local" on the normalmap input for the materials in the imposter material array. In the material, the Roughness parameter has its Sampler Type set to Linear Color which it seems to not like (I'm assuming it should be set to Color?). I'm also not sure how to resolve the above warning. As a workaround, if I put a texture there the material seems to work, but I'm assuming since this material is generated by the plugin that it should work out of the box. If I look at it, it looks like it's missing the "Detail Normal" texture. Seems to be something wrong with the MS_DefaultMaterial that the plugin is generating. Warning: Roughness samples /Game/Megascans/Surfaces/Dry_Wall_qjpmyqp0_surface/Roughness/2K/qjpmyqp0.Roughness_2K_qjpmyqp0 as Linear Color. Function MF_MapAdjustments: (Node MakeMaterialAttributes) Error on property Normal

It shows up in my project just fine, but when I look at the material instance it generated, I just see the default checkerboard texture and it gives me the following errors: (Node TextureSampleParameter2D) Param2D> Found NULL, requires Texture2D I got it installed, picked a texture from Bridge, and hit export. I'm having an issue with the Quixel Megascan plugin on 4.26.1.
