2 material tessellation problem

I posted a similar problem a while back, but I thought I’d condense it to keep it more concise in this thread. I would like to apply 2 materials onto a skinned mesh, using PN Triangles for each. I created a new mesh in 3DS Max, and exported it both with and without skinning. You can click here to down my FBX’s.

Screenshot 1 shows both FBX’s. The one on the right shows the un-skinned mesh with two tessellated material applied. That renders fine. The one on the left which is selected is the skinned mesh without any materials applied, which you can see in the material attributes in the lower right.

As soon as I apply one tessellated material to that mesh, it condenses the meshes material attributes into one, and I get the “spike” effect. Screenshot 2.

Screenshot 3 shows my tessellated material.

Screenshot 4 shows my 3DS Max material setup.

Screenshot 5 shows my UV’s.

In this thread as well as my previous, wherever the UV island gets separated, that’s where the “spikes” appear. I submitted a bug report here with little avail.

Anyone else have any suggestions, or maybe Epic can chime in again?

Thanks.

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I’m going to close this thread since you’ve got the exact same thread over here: Please help with a tessellation issue - Asset Creation - Epic Developer Community Forums

Let’s avoid posting duplicate threads, please.

Thank you!