"You can add transparency with the transparency module in the material, click the drop-down on the right to select a transparency type, add is good for glass, cutout is standard alpha testing and dithered is good for mostly opaque objects that need fuzzy edges like hair." Oh ok so there are only those ways, thanks a lot!
Amazing tool, great renders, will buy it. If i have a single mesh, but different polygons have different materials assigned, can i add materials in this tool according to what they are made in 3ds max, even if it is a single mesh ? Because if i add a material it will be placed on all faces, or the only way is to separate…
Toolbag 2 is better than Blender's physical renderer :P http://developer.blender.org/T37899 At least when it comes to predictable glossiness behaviour. Maybe this question was raised before, but I couldn't find - Do you plan do add support for multiple materials per object and mixing them with a greyscale mask? The UE4…
Yes, but currently only for the AO map. You can't have your diffuse and your normal map on different UV sets. This is something we may add in the future.