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I'm trying to use VertexPaint to drive the mix between two materials (in 3ds Max 2021), either as a general "Blend" material, or an Arnold "Mix Shader", but it doesn't seem to go to full white (255/255/255), and mixes in some of the material from the black side.
I've found that routing the "User Data" through an "RGBA to Float" helps a bit, but still not perfect (a bit still leaks through).
I've found that if I run the whole thing through a "Color Correct", and bump contrast up to 2.0, it removes the issue, but then crunches any details and gradients.
I've made a screen-cap illustrating my process here:
Maybe I'm missing something in my process, but it seems like what I'm doing should work? 🤷:male_sign:
Any input or insight would be greatly appreciated, thanks!
Solved! Go to Solution.