soo Can't believe this has never come up for me cos I've been using max since it released but still.. is there' really no good way to bring vertex color into a material as a 3 channel mask ? The vertex color map appears to effectively ignore the z/w component so that's useless. I could dump this out to a game engine or…
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B. Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they…