Hey.
So I've been playing around with texture blending in max, and I've been having a few problems. Is it possible to blend more than 2 different textures in max?
Here is what I am doing:
- Use a Blend Material instead
- Define Material 1 and 2
- assign "vertex color" to Mask with cannel x
- add "verex Paint" modifier set channel to channel X and paint
Is it something I am doing wrong?
thanks!
Replies
There was a post here in PC somewhere that had people posting about mix maps and vertex colour blending (thats where I found shader FX) But I cant find it anymore.
Edit: I found it http://boards.polycount.net/showthread.php?t=45726
You end up nesting a blend inside of a blend.
Thanks!
UDK uses RGBA channels to blend, Max uses Material Channels. So even if the vertex colors made it out of UDK you would need to set up a similar material in max (using RGBA not Map Channels like in that tutorial).
The blend materials in max don't preview properly in the viewport, you normally have to render them to see how it all looks. ShaderFX has good viewport blending that pretty closely mimics how you would set it up in UDK but it might not render correctly as its meant to be viewed only in the realtime viewport. But then again you can visualize the blends pretty well looking at the different vertex paint preview options.
Now that max has Slate you might be able to wire whatever output node you want into whatever input node, so you might want to start there then move onto shaderFX if it doesn't work.
It also doesn't help that you need to setup your Vertex and Texture slots (Bitmap) manually via the node, old school style, since for some odd reason, simply popping in a Bitmap, half of the time won't hook on your input.
So basically, while slate might be nicer to look at, it not only forces you to setup half of the stuff manually by double clicking the node, then ticking boxes and putting up if it's a color or texture from there, but it also becomes confusing to look at in the long run if you want to make any changes.
So either stick with Blend (2 textures and 1 mask) which is the easiest option, or write your own shader, or use this: http://www.polycount.com/forum/showthread.php?t=105291