The Blast Materials Tab allows you to set material IDs to your blast object. You can add vertex colors to the Blast Mesh or load textures to the Diffuse, Specular and Normal settings. In a simple object Material ID 1 is the outside of the Blast Mesh and Material ID 2 represents the inside faces of the Blast Mesh fractures. If you’re exporting to UE4 the Material ID would populate as Element 0 and 1 in the material settings.
Add and set materals Diffuse, Specular and Normal Map to your Blast Mesh.
Material Controls
Open File Texture Opens a file dialogue to load a file texture
Reopen File Texture Texture is currently loaded. Hover over the icon to get a tool tip with the loaded file path. Clicking the button opens a file dialog to load a different file texture.
Reload File Texture Reload a file texture if one is already loaded.
Remove File Texture Remove a file texture.
After setting Materials, you can set materials here. Material ID 1 is the outside shell of the mesh, and Material ID 2 is the inside of the mesh. It can be set here or in the Blast Tab.
The Added materials will appear in the ID dropdowns.
After Fracturing your mesh you can set the materials. I’m using the names Outside and Inside for this example but you can use whatever naming convention that you’d like.