Does anyone know how to create a mask map (grescale) from a specific RGB range in 3ds Max shader tree? (The source is a baked ID map.)
It's like Photoshop's Select Color Range.

From the Bitmap Output rollout it is hard to find the RGB region I want to output.
Only 3 channels of R, G and B can be output by RGB decomposition and The RGB Tint map.
It's like Photoshop's Select Color Range.
From the Bitmap Output rollout it is hard to find the RGB region I want to output.
Only 3 channels of R, G and B can be output by RGB decomposition and The RGB Tint map.
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