.FBX from 3ds max with Multi/Sub-object v. Unity3d slider for transparency/diffuse

Good afternoon, Unity3D designers and developers! I’ve run into a bit of an issue with an .FBX’s transparency/diffuse set to a slider in Unity3D, which I’m hoping you all can help me out with.

To give a bit of background, I have a mesh in 3ds max with a multi/sub-object material assigned to it, and which I’ve has been exported as a selection to an .FBX file.

When the .FBX is brought into Unity as a GameObject, everything looks great. I’ve developed a slider to control the tranparency/diffuse of the GameObject, and here’s where things get strange.

Only the transparency/diffuse of the FIRST layer in the multi/sub-object material is influenced by the slider. The second, stays opaque. And, after trying many times to find ways of getting the slider to also recognize the second material, I’ve decided to ask you all for assistance.

Have any of you run into an issue along these lines, and if so, how did you solve it? The slider works perfectly well changing the transparency/diffuse with an .FBX that has a single material to it.

Thanks!

Are you specifying which material the slider changes the value of? If you’re just using renderer.material then it’ll only affect the first one. You’ll need to iterate through render.materials and set each of them.

When you bring a multi/sub-object mesh from max into Unity, it actually breaks it up into separate meshes/materials. So, like niosop2 said, your slider needs to control all the materials that you want to be transparent.