it's possible to do anywhere with Max ("lighter" in photoshop terms) and subtract arithmetic nodes working with texture pixel values (blending modes) . Perfectly doable in Photoshop, Substance Designer/Painter, Blender shader nodes, etc Sure in 3dMax too but i did it years ago in old shader fx only before they bought it.…
Sorry for the delay. Here it is. https://youtu.be/QPQFBK4d0as Small walkthrough on how to setup the basic, communication between painter and shader is a simple construct to manage. Link to max scene: https://github.com/gkmotu/ArnoldSceneConverterScripts3DSMAX/tree/master/Scenes And you should see something like this, there…
@Amiminoru Thanks. I can't find the height blend with vertex paint node using the color ramp in the shader editor. Can u pls post a screenshot of the material setup in the shader editor?
Hi, https://www.youtube.com/watch?v=dghCetkArJI Is this possible using 3dsmax material nodes? Sometimes, I wonder why things are so backward in these 3d applications these days compared to ue4. I was able to find this: https://www.youtube.com/watch?v=MFZo-q2-EZo But this is for Maya. How would this work for 3dsmax?
You can get it to work both in viewport "live" and for rendering, but you would need to setup two separate shaders and feed them into a master Shell material. You'd also probably want to wire up controller nodes to change both settings at the same time, like height cutoff level and blend sharpness. Then you could use…
EDIT: I actually posted this message long ago, it just needed to be verified for some reason (probably cos of the link) so now it's way late and I look like an idiot. :) To avoid having to do the material twice with a Shell material, OSL based shader networks in newer Max versions are supposed to work in both viewport and…