We are all so familiar with Photoshop. In many ways its one of the basic languages CG artists seek. Its so influential that almost all software that requires layering will closely mimic Photoshop.
It is in my opinion that the V-Ray Blend Material is not ordered correctly.
It activates my dyslexia
May you please reorder the VRay Blend Material so that the Base is at the bottom and layers are stacked on top?
This would make it less confusing. I have even used blend materials for a while and there are times when I make mistakes because almost all software that uses layers have the base at the bottom and the layers are added on top. Like this ---->
Top of Stack
-------------
Layer 3
Layer 2
Layer 1
Base Texture
-------------------
Bottom of stack
Umh, it would just mean reordering the UI.
I have no idea if it’ll get done, but if you can live with a scripted plugin material (not having it when reopening the scene should just revert back to the standard blend UI), i may be able to script you one quickly enough.
Run the script, it’ll create the Plugin Material (it ought to go into the “V-Ray” category, but with nightlies it goes into the “V-Ray_Adv_version####” one.), named “VrayRBlendMtl” (R for Reverse, ofc.).
You’ll always be able to pull the latest version from the same place.
Have fun, let me know if it does what you’d like.
p.s.: this will *not* behave properly if the plugin isn’t present on scene load (put the script into your scripts startup folder, per seat/slave/node!), and there is unfortunately nothing i can do about it from the scripting side (i *have* to create a new class of shader, much like a .dlm: if that was removed from the startup folder, it wouldn’t find the new class and error out, leaving you with an empty shader slot.).
No, my fault entirely, Steve, for not adding a simple readme to the file.
The best way is to copy the script into the 3dsMax scripts\startup folder (f.e.: C:\Program Files\Autodesk\3ds Max 2018\scripts\Startup\).
The material will be then available to be picked from all the usual places.
There is one caveat: the script hasto be present in the startup folder of any max which tries to open a scene with the material in it. If it isn’t present, a scene load error will come up (so no risk of rendering away sequences without shaders assigned.).
Consider the script, to all intents and purposes, just like any other third-party plugin: it needs to travel with the scene that uses it.