Tried to apply a smart material that i saved myself after tweaking an excisting material. When trying to apply this material to a color ID on another project the materail ends up inside the group of a different color ID. The color ID is fine and works well with other materials. This only seems to happen when i try to load…
Hi guys, I am moderately experienced with UDK's material editor but I have no idea how to "program" a very particular feature into my material... I'd like to create something very similar to DepthBiasedAlpha, but with a twist: I want the material's opacity to change depending on the Z-axis depth to the surface beneath it,…
I was using some materials from Bridge as placeholders to plan out my scene. However when I apply the materials to assets in my scene I get this flat color. Does anyone know what causes this and how I can fix this issue so the materials look like how they do in the Bridge preview? Thanks!
Hi! If the question it is whether it's possible to use mask defining the specular amount along with other PBR maps, sure it is. Iirc, when you leave the specular input empty in Unreals material editor, it will default to a value 0.5. In a project environment, there's likely some rules or pre-built base materials to use. If…
Does anyone here know if there is a way to import or setup a standard material library in Maya 2018? I have a set of standard materials that I like to use on multiple scenes. But even if I use the Import function in Hypershade with "namespace" unchecked, Maya still adds a prefix to the material names with the name of the…
Hi, Im having some problems with material offset in marmoset. The material always seem to land with the seem in the centre of the mesh, is this standard? This in itself isn't a problem because I can offset the material. The problem is that the offset wont "stick" when i export an mview file.. anyone else having this…
Hi. I have created a smart material for my asset but when the material is added there are numbers 1, 2, 3 and 4 on the material. I don't know how this has happened and I don't know how to take them off. If I go into layers and remove that layer then it removes the smart material also. Can anyone help me out please
At the moment I'm finishing up a a terrain material, this is the first time I've really used all of Unreals material features Is this too extensive?, what kind of strain will it put on the engine? It serves around 6 terrain variations, should I be splitting it up between multiple materials?
Awesome idea for a wheel, goes with the barnacles good. Think I'm done buggin ya for awhile. I did figure out what the Ogre/Lexi Viewer material issue was though. Not sure how to fix it but have found a workaround. When exporting a single mesh that has multiple standard materials applied, the oFusion exporter for max…
It could also be your material(s), vray with certain types of materials like standard materials or mental ray materials will render pure black. You should make sure you're using vray materials. I think there are some simple scripts that check your scene and convert materials, if they exist they are probably up on…