This video shows how to use displacement maps for texturing using Unreal Engine 5.4. You will learn how to use the material graph to produce a displaced texture map for your material using Unreal Engine 5.4. The final render was done in Unreal Engine.
External Textures
Drag your texture maps into the Content Drawer
Right-click and make a new Material
Open the Material – dragging in your texture maps and connecting them
Apply and save the Material
Apply your Material to the Plane
Notice that the Material is rather flat looking
*Open the Modeling Mode
Under the Mesh panel, choose Remesh – this will add more vertices to the Plane
To get more detail, increase the Target Triangle Count [
Under the Deform panel, choose Displace – this will add height to the Plane
Since we want to use the Material for the Displacement, change the Displacement Type to Texture2DMap
Now you can drag your Displacement Map (or Height Map) into the Displacement Map slot
You can always change the Displace Intensity and Subdivisions
Quixel Textures
The same process applies to Materials from Quixel, however, there is a slight difference when it comes to the Displacement Map
If you are using a Quixel Material, you should see an ARD Texture which is a combination of various Maps
If you open the ARD Texture, you will be able to determine what the Color Channel is for the Depth Map
Drag the Quixel Material onto the Plane
If your Displacement Map isn’t already showing, drag the Depth Map into the Displacement Map slot
Then, change the Channel to the proper one for the Depth Map – in this case, the Green Channel