Hi
I have a mesh with 7 materials. Each has its texture applied correctly in the material editor.
In 3ds max I mapped the uv's on the meshes second channel, and baked an ao texture.
Now I have this single ao texture, I am unsure how to apply it in unreal engine.
Help greatly appreciated.
Replies
As I'm new to unreal, what's the way to apply the second channel for the ao texture?....
Wont doing it like this mean that the AO for my mesh is applied to the material (which the mesh is using), regardless of if i need to use this material for more than 1 mesh?
Let me clarify, what good is an AO for a material in this way if i need to use that material on multiple meshes? The AO will need to be different for each mesh, but the material needs to be the same because the meshes are sharing that. How do i achieve a unique AO per mesh?
(see i need to use that door texture on a few buildings, but each building mesh needs its own ao :S )
I know the best solution is to make 1 material per building, and just use the AO like you said, but im after a multi material solution.
I worked on a custom engine a lot that besides the main diffuse material(s) it would need a single AO only material per mesh that only had the AO texture hooked up to it.
So, i convert the AO to parameter, set coordinate to 1 for my first material, looks like this:
Im not sure about using a material instance? You mean make a material instance from the AO material? How do i apply that?
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/