3dsMax Babylon exporter / multi Exporter pass wrong material ID on object

Hi, Something strange here with some objects of my new project. I have a big
multi/sub-Object Material that I use like material library. When exporting a
mesh with a mat ID of 147 on some polys (The one in red on picture
A).

Exporter pass on another
texture/material (The one in blue on picture A) that normally is the ID 149.
If the model is exported with
just the ID 147 material applied to it, It
works. Seems by the way that all
materials ID numbered after 147 are causing troubles. Is it some kind of
limitation of gltf or the 3dsMax exporter ? Regards. Cédric.

Hello @Cedric_RTS , What’s your 3DS Max and sdk-core version ?

3ds Max 2020 and sdk Core 0.18.0.0

@Cedric_RTS , Can you send us your max file ? It will help us to understand
this behavior See [http://devsupport.flightsimulator.com/t/how-to-report-a-bug-or-
crash/77](https://devsupport.flightsimulator.com/t/how-to-report-a-bug-or-
crash/77)

Hello, To answer your question, there is no IDs limitation in the exporter. We
tested your model and the result was fine in game with IDs > 147. Be careful
when you duplicate materials and leave them empty it could fail the material
export because 3ds max considers that after your empty material there is no
other materials. Regards, Yasmine

Was not aware of this 3dsmax Limitation (Not exporting after empty materials).
Never had this issue before. Thanks for the answers ! Regards. Cédric.