@felipefrango: Yeah, assuming that each normal/spec map matched up with only a specific diffuse. Diffuse Texture 7 would always be with Normal Texture 7 and Spec Texture 7; no other mixing. Of course, I can't think of a ton of reasons you'd want this many, but I don't think you should be limited to 4.
does anyone know if there is any way of having more than 4 textures in the blending in one material? a programmer told me that it couldn't be done if you want each texture to have a normal map too (specular can be derived from diffuse though) and performance wasn't very good does anyone know if there is a shader for max to…
Well, you don't have to have one black and white texture for every mask, I suppose you could use a RGBA texture and have 4 b/w masks on the same texture. @JostVice: I don't know how viable that would be in a real game but I quickly set up a shader at work using ShaderFX for 3dsmax that mixed 6 textures (2 diffuse, 2…