I have a texture for my model that has wood parts and metal parts. I am trying to create some reflections for the metal. In the past I remember just using a mask to mask out the areas i dont want reflections for. I am currently using max 2010 but the mask is being treated like the reflection so the mask is "moving" around like the reflection if that makes sense. Is there a way to make the mask not use the reflection coordinates?
Replies
The UI is shown about halfway down here.
http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/files/WSf742dab0410631334fd1fb1c112a1ce99ff-7f3e.htm
Oh and the Mask map type probably won't work properly in the viewport, it's designed for rendering only. Besides, Max can't display more than one UV channel at a time in the viewport...
Are you using a real time shader for Max?
here are 2 pretty popular ones:
http://www.laurenscorijn.com/viewportshader
http://www.3pointstudios.com/3pointshader_about.shtml