If you have an alpha that is masking out a certain part of your geometry, is there a way that the lightmap can also read that mask? Right now the shadow is just showing the plane. Which I know makes sense, but is there is a setting to where I can have it read the opacity mask of the material so that the shadow will not show up as a black square like it is now, and show the shape that I have alpha'd out?
This is a goofy problem in maya for mental ray. You just have to make your material a certain way to get it right. I'm just wondering if the same is true for unreal.
Thanks in advance!
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