Hi.
I write maxscript to convert Stingray Material <-> Standart Material.
You need to patch Unreal Engine source for work.
Open: **\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxMaterialImport.cpp
**Look this method:
void UnFbx::FFbxImporter::CreateUnrealMaterial(FbxSurfaceMaterial& FbxMaterial, TArray<UMaterialInterface*>& OutMaterials, TArray<FString>& UVSets, bool bForSkeletalMesh)
You need add this lines after line 744:
CreateAndLinkExpressionForMaterialProperty(FbxMaterial, UnrealMaterial, FbxSurfaceMaterial::sSpecularFactor, UnrealMaterial->Roughness, false, UVSets, FVector2D(140, -228));
CreateAndLinkExpressionForMaterialProperty(FbxMaterial, UnrealMaterial, FbxSurfaceMaterial::sShininess, UnrealMaterial->Metallic, false, UVSets, FVector2D(140, -228));
Next you need build engine.
It allow to engine read additional 2 textures for Roughness and Metallic from Standart material placed like this.
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Stingray material not support Specular.** If you convert Standart material to Stingray (to look in 3ds max viewport) - Specular saved to AO map, but not visible. **
**
Some screenshots:**
First - Stingray material
Second is converted to Standart (You can use it before export to UE4, and next return to stingray mat)
Next image after import to engine.
&stc=1**Script attached to this post. **
To use it you need run script from 3ds max **Scripting **menu (Run Script menu item) and find in **Unreal **category. Drag buttons to toolbar to use it.
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