If you bake it in 3dsmax you can define Materialid's for the lowpoly and highpoly and check in the bakingsettings to hit only the matching ID's. This way only for example faces with material ID 3 in the LP will get only hp information from the highpoly with matid3 in range. I wish this option was possible in xnormal
It depend entirely on how you're displaying the model. Unless you split the model into material groups using materialID/multisub, or separating the geo, you will have to use an opacity map. [ame=" https://www.youtube.com/watch?v=N7Tt7xtBOaA"]3ds max tutorial - Opacity map - YouTube[/ame] 3dsmax Opacity
also, sometimes you can already achieve great stuff with the listener, if you write code down there and hit enter it executes that line. that awesome if you for instance want to add a materialid modifier on a bunch of meshes and set the ids randomly, its only one line with a loop and saves ALOT of time....
Previous was with SDesigner 5, the following is with SDesigner 2017. What on earth is going on? I've tried every possible setting and this is the closest I can get to what I want (polygroup/submeshID). Really I should be using 'MaterialColour' or 'MaterialID' as that's how I've set it up in Max but then I get just 1 or 2…
Hello everyone! I have some strange issue with DirectX Shader in Max. I have to use some castom shader with Diffuse map and LightMap. It works good on all submaterials in whole scene except only one - some subobject (it is very similar to another 5, has no alphas) of it became invisible (but still exist - I select this…
@Aionard It took me a little under a week of experimenting, tweaking and trying out different possibilities to figure it out, I am a lot happier with this method over what I had been doing previously. Now that it is figured out I think it is giving better results over my previous methods and is less work as a bonus. It is…
UE4 doesn't really use spec/gloss. It's meant to use metallic/roughness. The spec doesn't work as you think. https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_3/
Please don't bump three year old threads @atlasindustrial - if you'd like assistance with Displacement, you can check into the UE documentation: https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_11/index.html