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Hi,
A colleague recently showed me a Blender set-up that enables up to 9 textures all blended by painting vertex colours in the viewport. Everything was visible in the viewport with no lag. There were 3 main material types (eg, rock, grass, dirt) that are controlled by painting red, green and blue vertex colours. Then within each of those, 3 textures can be used to create the end result - again, by painting red, green and blue to control which texture is visible.
I began wondering how to recreate it in Max and I haven't got a clue where to begin in all honesty! I'm familiar with all of the usual multi-sub object materials, composite maps and blend maps, but I don't see how I could achieve anything approaching the elegance of what he had. I'm a bit out of the loop as I've only just got back into Max after a long hiatus. Is this type of thing possible with the OSL maps or do you think it'd need a specific shader written for it?
This is a common thing to do for games so any insight into the latest methods of doing this in Max would be much appreciated. Thanks!
Solved! Go to Solution.