Hi everyone. I'm trying to use a opacity alpha (black and white) plugged into a MatLayerBlend_OverrideOpacityMask for a layered material. When I use the mask in a standard material, it works; however, it doesn't seem to work in the layered material. This question has been posted before but it was never resolved.…
I have a custom helicopter model (huey) that was in GTA and I am trying to prepare it for crysis. I am using max 2012 and have gone into the material slate editor and replaced the GTA multi subobjects with standard subobjects. The texture on the helo remained the same because I used the same bitmaps. I am able to export…
I tried setting up the materials as two separate material functions blended as material layers (matlayerblend_standard) and got the same issue. If there were a workflow for blending materials it would be that (each of the material functions are unique materials). Hopefully a new blend mode emerges if it's possible.
Ok so for some reason my max 2009 has set my material editor to all arch and design material. Now i understand how you can change them back to standard materials, but when i do this it seems to tile my textures even tho tiling is set to none. So basically is there a option somewhere to start the material editor off with…
I'm trying to work on (one of) the biggest problem(s) in my models, which is material definition. I remember reading something about a database, or a reference of some kind, for material properties that you can look at and figure out the values - Reflectivity and Microsurface - for the material you are trying to mimic.…
I'm very new to max, i imported a fbx file from modo and i can see in the viewport all my materials came over, but when i open the material manager i dont see any of these materials? can someone explain how i get these to show up in the Compact material editor? All the materials that show up are grey? i dont see how i can…
Two questions: Is this normal: I load a new material and choose the default damage material (white scratches over gray background basically). I accept the choice. The scratches show in albedo channel properly, but no other channels seem to be affected. For example, none of the scratch details seem to show up at all in the…
If one wants to pack UV shells from the same object across multiple UDIM tiles, then one has to apply multiple materials to that one object and assign the corresponding faces to the materials. This is thankfully quite easy in Blender: * Select all objects and enter edit mode (make sure UV sync selection is on) * Roughly…