But in this case i would expect that ent_mtlset and my.material shows the same effect on an entity with just one skin.
What i want to achieve is the follwing.
I import a model with 6 materials to med which creates 6 skins.
I want to apply to each of this 6 skins the relief shader from slin.
Therefore i want to create 6 materials where each has the shader as effect
and the necessary additional images (normal map ...) as mtlskin.
Finally i intended to apply the different materials (stone, wood ...) in
the action to the different skins using mtl_entset.
This is more or less what i understood mtl_entset could be used for. With the entity material pointer i can only apply the same material to all skins which
does not fit my needs.
Picture: House Model in Unwrap3d with 6 Materials
Picture: House Model in another game engine with shaders applied as described
Picture: House Model in Gamestudio without shader