- I see seams on my materials against the uv islands.
- Reduce the HeightStrength property on the material (if above 0)
- Reduce the NormalStrength property on the material (if above 1)
- My skin looks too bumpy or isn’t smooth enough
- Reduce the HeightStrength property on the material (if above 0)
- My hair looks pixelated or staticy
- Reduce the AlphaClip property, but be aware it may cause additional problems with lighting
- My eyes look hazy or cloudy
- Reduce the GlossyRoughness value (if above 0)
- The sclera in the eyes looks too dark
- Set the Diffuse Multiplier above 1
- My textures look washed out or over saturated
- It’s possible the texture was marked for gamma when it should be in linear or linear when it should be in gamma, adjust the sRGB setting as appropriate for the texture.
- I see artifacts on partially transparent faces with double sidedness
- If you can do without rendering both sides, disable dual sided on the material
- I see banding on smooth surfaces like skin
- Disable Depth Offset on the final Lit node.
- My skin has green haloing
- Ensure you have the right Diffusion Profile in your shader, and ensure the Diffusion Profile is in the list of the HD Render Pipeline Asset.
- If you do have the profile installed correctly, attach the provided diffusion profile to each material that has the green haloing.
- Only one side of my material is showing
- Enable dual sidedness on the material, under normals make sure it’s mirrored.
- I want to use URP or the Builtin Render Pipeline
- Currently only the HDRP is supported
- My material looks overly shiny or metallic even though it’s not metal
- Try setting normals from import to recalculating the normals in the Model importer settings of the fbx
- Adjust the height and normal strengths
- If coats are used reduce or eliminate them
- Adjust the rough or gloss values
- My materials look noisy
- Reduce the height and/or normal strengths
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