you can do this, then under the masking tab >mask by intensity after you've masked it you can use the deformation>inflat or scale OR extract the mask as a separate subtool(subtool pallette>extract, watch your thickness and smoothness settings) good luck
Brush > Auto Masking > Backface Masking This mode is PER brush, so you will have to toggle it on with each different brush you select. In certain tight areas backface masking won't work so well, in which case isolating or masking will do the trick.
If I use 3ds max,.. So max doesn't use splat maps, no way for that I need to use composite texture and plug mask for each separate layer? Is it a better way than composite tex to do it in .max?
hmm, at first i thought it had something to do with masks. since there is actual a mask texture(As alternative to the normal), it might be to define which areas are shown from the mask texture?
Heheh, yeah. You might also try a Composite map containing two Mask maps, each containing a bitmap and the 3DPainter, with one Mask using the Inverse Mask checkbox...?