I have a massive space ship with hundreds of UDIMs that I need to convert to Unreal Engine.
The ship is rendered in VRay with two different types of material, one is car-paint and one is standard metal-rough PBR. The materials are split by using a blending mask from Substance Painter.
My question is is there a way to do this in Unreal Engine 4? I can do split same type materials using Material Attributes Expressions node, but the master material would still be same type. I would instead need ability to mix two very different types of mats.
I would need to be able to create two unique materials with very different characteristics and assign it by using the blending mask.
Thanks! However I still can’t understand how to actually map this to the model. I can create the function with BlendMaterialAttibutes and apply it to the Material C.
However the Material C can only have one Shading Model at once. So we can’t blend glass with metal for example, right?
Looks like you are right. The material compiler only takes in as a certain type at the final material. So for that case, it would have to be two different materials.