Spike Posted February 18, 2020 Share Posted February 18, 2020 Hi i want to create/assign different (quick) materials in a for each loop - somehow it doesn't work out as expected -> each loop I create an object, in the labs quick material I name the material based on "iteration" of the meta tag but at the end the shop_materialpath is the same for every element - I guess that each loop the material gets assigned and in the next loop overwritten -> and this way all elements update their material path. What is the best way to handle this problem - the goal is to create procedural many materials for unreal ps: I also tried the same thing with copy stamp sop Thanks for help Quote Link to comment Share on other sites More sharing options...
davpe Posted February 18, 2020 Share Posted February 18, 2020 what you want to do is to create different materials first and then generate a shop_material path attribute inside your loop, that's pointing to them. alternatively you can choose a reverse approach where you have a single material and for each piece you generate different parameteres (like texture path) that are then piped into the material. depends what you need to do. the setup i see at the picture doesn't make much sense. what you are trying to do is to have multiple names for a single node, which can't be done. even if it somehow worked, you'd end up with having the same material for all pieces, only with a different name. so at the end of the day it'd be the same like having the same material on all pieces. cheers, D. Quote Link to comment Share on other sites More sharing options...
Spike Posted February 18, 2020 Author Share Posted February 18, 2020 50 minutes ago, davpe said: what you want to do is to create different materials first and then generate a shop_material path attribute inside your loop, that's pointing to them. As i mentioned - the only goal is that unreal realizes that every grid created in the foreach loop uses a different material so... Quote alternatively you can choose a reverse approach where you have a single material and for each piece you generate different parameteres (like texture path) that are then piped into the material. depends what you need to do. ... thats the reason this solution doesnt work too Quote the setup i see at the picture doesn't make much sense. what you are trying to do is to have multiple names for a single node, which can't be done. so the question is what parameters does unreal need to know that an object has a different material Quote Link to comment Share on other sites More sharing options...
Spike Posted February 18, 2020 Author Share Posted February 18, 2020 ok this was simple - didnt know that the fbx export or unreal are fine if there is just a different shop path.... @davpe thanks for your help - helped me to ask the right question Quote Link to comment Share on other sites More sharing options...
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