hey guys, I cant seem to set up the following scenario correctly. lets say we have flat plane with a water material using translucency and also distortion. You also have a character or object with a translucent material applied. Next we position the object under the water plane. The issue that I'm getting is that the…
Hey everyone, I'm trying to add some custom vegetation. So I exported my tree from max, added it in the editor as a brush and created a custom material for it. Now when I try to save my CGF again from the editor (with the custom material) it crashes badly. So i need to save the CGF with material applied so I can use it as…
I’ve been working on a Material in UE5.3, trying to make a autoMaterial for my landscape. Following a bunch of tutorials I ended up with something that works and looks great imo. However, one crucial node to combine the whole thing makes it so opening the Material Instance crashes Unreal. If I remove the node, the Material…
In what application do you want to render? As far I know in several applications the default materials already have a detail textures input, at least I remember seeing inputs in standard Unity material, Mamorset material and there is a detail texture material function in Unreals material editor too.
I'm trying to create a script which stores the current materials applied to the asset, then apply one material to the whole thing, then be able to paste my original materials back on at a later. Is that possible, and what command should I use to query what materials are assigned to my faces.
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
Are they currently one material? Have you tried defining the two rock parts, and the glass type material as two different materials within a multi-material? So one material will applied to the rock using normal parameters, while the other material will be applied to the glass type material and us the alpha settings.
Is it possible to hide the materials for certain objects in my scene? example the instances of an object. i would love to have just the main object show only the materials and the instances not assuming they all use the same materials
I think the Multi/Sub-Object material is not appropriate for this kind of render. It is for separating materials... each material only applies to a collection of polygons (using material IDs). The materials don't overlap.