Last weekend I decided to do a material update on an older asset I had created about 5 years ago. And besides, older weapons are so much fun to work on due to their variety of materials. I redid the UVs, bakes, materials, and presentation/lighting. It was fun revisiting an older project and seeing how well some of it held…
the node has a .material property. If the node.material is a multi-sub object class material then you can infer what is needed from the material, and while looping throuhg your mesh data handle the material ID per face in whichever way suits you best, and even bung in some error checking if you need it. Or just loop the…
Hey, is there a way to edit the parts of the material that are in the negative UV space? I have hair cards with an applied flow/tangent map and I want to flip the red channel of any cards that have been flipped. I've been doing this by giving those flipped cards a red vertex colour and in Unreal, using the red vertex…
Hello! I am trying to set up a material where all of its colour data comes from the material itself (read: no diffuse maps), that can then be vertex colour blended up to 5 times. My material looks like this: The mesh it is applied to looks like this whenever I try and paint a colour on it. In this case I am trying to paint…
Hey. There are two examples in plugin folder that can help you with materials scripting: Creating Materials from Images.py Editing Materials.py Shortly: # Create new material mat = mset.Material(name) # Delete it mat.destroy() # Assign material to mesh mat.assign(mesh) # Assign texture to material, where texture - path to…
Hey everyone, I'm starting to toy around with UT3Ed, but when I try to use a Multi/Sub-Object Material for a static mesh it looks textured properly in Max, but when I bring it into UnrealEd I get all of the material slots, but it ignores any materials past the first two slots. Here's a screenshot of the setup: It seems to…
I'm not sure what I did but the attribute editor for materials was changed somehow and every attribute available for materials is being displayed under the material type instead of separating them out into categories such as "common material attributes". I've provided a screenshot. I deleted the preferences folder, I went…
Ola, Let's say i have a multimaterial, with standard submaterials in it, with a diffuse texture in each of the submaterial. In the material editor, my current slot is on a diffuse bitmap node. I want to access the parent standard material from here. Not the root multimaterial. (Purpose is to rename the standard material as…
To be more precise, my understanding is each material in Blender has its own "shader graph": so can I share a single shader graph between materials, so that when I can update one material's shader graph, it will reflect changes in all other materials sharing the same shader graph. Currently I have to duplicate materials…
Another thing to keep in mind is we repurpose maps all the time. It may look like we're saving time by "adjusting" a map in a material but a lot of times it's done to save memory. Yeah I could export this diffuse map and turn it red and add contrast but that'd take up more memory. If I have the instructions to spare I'll…