Each of you got part of it correctly :- )
There are two blendings happening here:
1) Vertex color mask (easy to paint and use in real-time) to paint areas where blending between two materials happen, and where not (only base material shows).
2) Height-map mask to blend between two materials. You need at least one height map (the one with more depth ideally of course) for that. The better this heigh-map is, the more convincing is the result, so it's either sculpt based or scan-based. Alternatively, you can derive one from diffuse texture using Quixel NDO/Bitmat2Material/Skald/etc... but if won't be as convincing because it's only guessing the depth.
This is done using standard 3dsMax nodes as Romullus said.
With that said, this technique makes most sense in real-time, because the surface will be rendered only using parallax techniques. In Corona, you can just use displacement of two different surfaces and the effect will happen naturally (instead of vertex painting you can z-height paint directly using polygon brush).
« Last Edit: 2016-04-26, 01:07:10 by Juraj_Talcik »
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