Hi guys, I'm having trouble fixing something in translation from Clo to 3ds max. In Clo you have something called Puckering. You can see it in the attached screenshot. It works as a normal map without any diffuse or whatsoever. With one puckering texture I can add it to 3 different garment patches and it works. The materials seem to sort of overlay the normal in Clo.
In max however I don't have this option. As you can see in the render and the slate editor, the puckering is separate material in the multi/sub-object using a white diffuse. I need this to match the color of the object beneath it. The first thing that comes to mind is plugging the multi sub-object in a blend shader but that isn't supported. I tried different options with blending of maps, but because I want to automate this setup in the future I really need this one normal to apply to the whole underlying object.
If anyone could point me in the right direction that would be great. Thanks.