I'm just trying to figure out if there is a simple max script or menu option that will automatically just assign material editor map slot 1 to a primitive right after its been created. I just find it a little silly when doing hp object especially to have to open the the material editor and click assign to each new piece…
Hello all, it's been ages since I've been on this forum! This may seem kind of convoluted, but I will try my best to explain my question. I am looking to blend two height materials to displace geometry on a mesh using the vertex painting. I have seen examples on the forum that show how to create material blending using OSL…
hey, I have a wierd issue with my materials made in desinger when applied in painter. " The Hieght maps " seems to be considerably " sharp " in painter compared to desinger. Thus the material also looks different.i am using the same environment (studio 05) for both softwares. (Metal / Roughness workflow). Please help me.
hey, I have a wierd issue with my materials made in desinger when applied in painter. " The Hieght maps " seems to be considerably " sharp " in painter compared to desinger. Thus the material also looks different.i am using the same environment (studio 05) for both softwares. (Metal / Roughness workflow) Please help…
I have made a dynamic material instance with an opacity parameter. I have also made an actor blueprint that contains an speech bubble mesh and a trigger box. All I want it so that when you enter the mesh collision trigger that the opacity drops from 1.0 to 0.2 Here is what I have, Bonus questions; 1) Is this generally how…
So, while having multi materials in one mesh, the only mesh that receives vertex color while trying to paint is the first one. Is there a way I can paint in UDK on any material of the same mesh?
Would it be possible (quixel or anyone else who can make materials) to get some cast steel and cast iron materials. I'm talking about the sort of heavy cast as seen on Soviet military vehicles. Especially T-34, T-55.
Hello. I would like to ask You for Your help with material id order in Unreal Engine. I remember that some time ago I was just adding "skin00" and "skin01" to my materials and it was enough. But right now I noticed that it isn't working anymore. I tried various versions with "skin00" or "_skin00" but after importing my…
Anyone using custom material scripts in Max 9? We're getting bizarre "bad allocation" errors with param blocks, and it seems to be coming from deep inside Max's code. Sparks (the Max SDK forum) is as slow and silent as usual, SDK docs show nothing new, extensive Googling turns up nothing. Hitting up our contact in Autodesk…