> For the complete documentation index, see [llms.txt](https://help.mimeeq.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.mimeeq.com/augmented-reality/unsupported-parameters.md).

# Unsupported Parameters

## Below is a list of Materials that are not supported In WebAR

{% hint style="info" %}
As of 24/05/2022 we now offer the ability to add an alternative material that is specifically used for the AR generated models, you can read how to set this in [this article](/augmented-reality/ar-only-materials.md)
{% endhint %}

#### Opacity Texture

* Opacity texture does not work with AR, we recommend using Albedo with Alpha instead.
* It affects mostly mesh fabrics that are being displayed as flat surfaces when the opacity texture is assigned.

**How to Solve This**

* Download existing Opacity Map
* Invert the colours - what is white should be black and vice versa
* Create an alpha channel on the opaque parts
* Export as a png
* Add the new map to Media Library
* In Material Editor remove the opacity map from the slot and assign the new map to the Albedo texture slot, setting the "HAS ALPHA" option on
* Under the “Transparency” section select the “Alpha from Albedo texture” option

{% hint style="info" %}
Please note that the textures with transparency need to have the roughness level of 1 for the AR purposes, otherwise the display will be distorted
{% endhint %}

#### Bump Level

* Although the bump (or normal) texture is compatible, the bump level is not, and in AR it will always use a level of 1 or 100%. For example, if the level was set to 0.5 then effectively in AR it will be 2 x times stronger than it would appear on the configurator.

**How to Solve This**

* To reduce the bump strength simply edit the bump map using image editor controllers to reduce the height. Then set the bump level at 1 value.

#### Other Parameters Not Supported

* Emissive
* Metallic texture (Use metalness from the Blue channel instead)
* Roughness texture (Use roughness from the Green channel instead)
* Depth pre-pass and separate culling pass
* Ambient texture strength
* Real-time filtering
* Subsurface
* Anisotropy
* Clear Coat
* Sheen

If you need any help or have any questions feel free to reach out to Mimeeq support.


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