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Ok i just read the patch note while i was typing, and they added tesselation and transparency to PBR ^^
So you normally just should have an an output marked as opacity and send in a greyscale.
Otherwise try with transparency/mask output.
Not sure about refraction will work though
i tried with similar proces but resualt in engine was strange mayby i must try to make shader inside engine not in substance... but thanks for the answer
You can still work in SD for the main mat, the adjust the refraction in engine.
Good point thanks
Cheers,
Wes