To change the “Blend Mode” parameter from the default “Opaque” value, to “Additive”, add a unreal_material_parameter_blendmode detail attribute to your asset, and set its value to either “additive” (String attribute) or 3. (Float or Integer attribute).
but is not working, is this a bug? am I doing it wrong?
I'm creating a detail attribute as the note says and making it a string, there's no change in the created material un UE4
Using UE4 4.18.3 and Houdini FX 16.5.359
thank you
Edited by varomix - 2018年1月19日 21:16:28
varomix - Founder | Educator @ Mix Training Technical Artist @ Meta Reality Labs
oooh damn, reading the docs again, seems like that is only for UE4 Material Instances, not for materials that come from Houdini, I'm I wrong? could that be done? modify the Blend Mode for a material that comes from Houdini?
thanks
varomix - Founder | Educator @ Mix Training Technical Artist @ Meta Reality Labs
You got the attribute right, but the unreal_material_parameters attributes are meant to be use with Material Instances generated by the plug-in from existing Unreal material via an unreal_material_instance atttribute.
Unfortunately, changing the blend mode on Houdini materials strictly generated by the plug-in is not possible for now.
So the actual issue was that materials created from principled shader were not automatically set to BLEND_Translucent when their diffuse texture had an alpha channel. (this was still working with mantra_surface materials)
This will be fixed in tomorrow's daily build (16.5.364), if the diffuse texture has alpha values (other than 1s), the material generated by the plugin will be set to translucent.