hmm unmodulated vertex lighting? You need to at least multiply result by 2, preferably 4 or 8, so you can get over brightening on the textures. Simply multiplying your lighting data over your diffuse textures will always give you less than or equal to the diffuse pixel color and never actually brighten the pixel, which is…
Thanks for the reply :) I tried it but it I'm not sure I fully understand the process, is this correct? 1. Have two materials one that has my texture as the diffuse the other that has "Vertex Color" as the diffuse. 2. Create a new material with its type set to composite instead of standard. 3. Drag the first material with…
Ok your creating a composite shader not a map, this isnt what you want. You need to stay with the standard shader, go to the diffuse map slot and create the composite map in there. this will give you a node in the diffuse slot that can do basic compositing much like a mix8layer in maya heres a tutorial on the map…
I think Max 2008 might be too old :/ when I put the composite in the diffuse slot it only gives the options to put in maps , no blending options or anything. I was finally able to get my vertex colors to render using the vertex color shader...now its just a matter of having them show up with my diffuse >< I tried "mix"…
Putting the output node after the diffuse and vertex color multiply should definitely work. Also remember to set the materials self illumination all the way up and turn off or delete any lights in your scene.
Why do folks say its not supposed to be done if they dont know how to do it :/ ... For diffuse there is a node called. 'Vertex Colour' in the maps list. You can create it like any other bitmap. If you create composite map first and add your texture to it, create a new layer and put the vertex colour in it with its blend…