Hello, I was looking for ways to create Stencil Buffer shader in 3D's max, to Make This kind of result real time in viewport, and in Any Renderer.
This can show you Inner Objects being rendered in front of outer ones, Some sort of Render Priority type shader where you can set which can be rendered first and then last, I believe that's how Stencil shader works, You can also Blend layers with B&W mask either can it be vertex color B&W or a texture, that will allow certain parts be opaque and transparent variously.
Thing is, it can not be done with regular "Opacity 0.999" value, and doesn't really solve the problem if i switch to legacy 3d. Stencil shader is much more advanced and flexible solution to many of rigging processes and cartoon stylization requirements.
I am looking for ways to make Stencil shader work in 3d's Max. And would like to know does current number of code expressions in OSL 2022 allows to do this? And does have any idea of What should be done codewise to let this happen?