For our upcoming A330 project i tried to aquire the porthole window technique used at the Asobo 747. Checking the mesh I saw that the porthole shader is assigned there only to a single quad poly, still giving a nice impression of seeing into an actual 3d-ish passenger cabin.
I tried out with the default textures the Asobo B747 uses before I do my costum maps, as there is no documentation at all i could find in the SDK doc about how it works. But I managed to get very new of it, only having a last problem in the intersection between outer window surface and the fake interior opening to the passenger space. While there is a continous white circular frame simulated in the original Asobo asset, it is not displayed in my version, even using to original Asobo B747 textures for this. (Note that I am still on SDK 0.16 as I got exporting problems with higher numbers using MAX2020). I made some image to explain the issue better...
Thank you for your help!