Being fairly happy with my results so far I decided to take the next step and add some shiny wheel treads. This turned out to be much more of an adventure than I expected. My first approach was to create a Max Multi Sub Object material and and assign two Kuju materials ( a shiny one and a flat one) as sub materials to it. That didn't seem to work as I could not get the Kuju materials to show in the viewport. The button to do this was always grayed out.
I then decided that I needed to assign a single shiny material to each wheel set that would allow me to mask out the areas that I did not want to be shiny. The Kuju material TrainSpecEnvMask seemed to be what I was looking for. As I understood from reading multiple descriptions on the internet, this is a two-slot material where the first slot contains a bitmap with the image to be applied to the model and an alpha channel with a bitmap who's whiteness determines the shinyness of the various parts of the main image, and the second slot contains a dummy bitmap (which can be the same as the slot 1 bitmap) which allows reflections from the environment to be applied to the model.
I applied TrainSpecEnvMask to my truck model and loaded my main bitmap with a grayscale copy of the image in the alpha channel into slots 1 and 2 of the material. The result was an all-black very shiny truck in RW. Not at all what I expected.
To try to isolate my problem I created three versions of my truck - one with no alpha channel, one with an all black alpha channel, and one with an all white alpha channel
TruckNoAlpha.jpg
TruckBlackAlpha.jpg[/attachment[attachment=0]TruckWhiteAlpha.jpg
Obviously I am missing somethig here.
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