
This example demonstrates how to create two texture nodes and blend them together.
It demonstrates how to:
Example: Create a ShaderFX shader and open the ShaderFX editor:
If you use the Slate Material Editor, double-click the DirectX Shader node so you can see its parameters.

3ds Max opens the ShaderFX editor.
Example continued: Create two textures and blend them using a Float node:
Right-click the ShaderFX work area. From the Right-click menu, choose Hw Shader Nodes
Textures
Texture Map. 
ShaderFX adds a TextureMap node to the graph.

In the file dialog that opens, choose a texture file. In this example, a concrete texture is used.

Textures courtesy of www.cgtextures.com.
-click the work area and choose Hw Shader Nodes
Math
Linear Interpolate Mix to create a LerpOp node to combine the two textures.
-click and choose Hw Shader Nodes
Values
Float to create a Val node that contains a Float value. The Float value controls the amount that each texture contributes to the blended result. For example, if set at 0.2, the resulting texture is dominated by the concrete texture. If set at 0.8, the resulting texture is dominated by the grass texture. If set at 0.5, it is an equal mix of the two.

, on top of the Linear Interpolate node, until a large preview appears. 
Float set to 0.2
.
The Linear Interpolate Mix preview swatch shows that the concrete texture is dominant.

Float set to 0.5
.
The concrete and grass textures are evenly mixed together.

Float set to 0.8
.
The grass texture is dominant.

Now you can visualize your shader in Realistic or Shaded viewports.

Example continued: Blend the textures using a Vertex Color node:
-click and choose Hw Shader Nodes
Inputs Common
Vertex Color. Instead of using the Float node, you will use the vertex color to blend the textures.
. 
Modify panel, increase the value of Length Segs and Width Segs to 20. This adds more vertices to your plane to increase definition for vertex painting.
Modify panel, apply a VertexPaint modifier to the Plane. 3ds Max opens the VertexPaint Paintbox.
Now you will paint some of your vertices red. The vertices that are painted red will display your grass texture.
(Disable vertex color display).
(Paint All) to make the Plane black. With vertices assigned the black channel, the plane shows the concrete texture.
(Paint) and paint on your plane. The vertices that you paint as red take on the grass texture values. You have now blended your textures by painting your vertices. 
Example continued: Multiply your texture to repeat it in a tile pattern to create a different, more dense effect:
(Remove Modifier From The Stack).
, then reconnect the Val node's Float value to the Mix attribute of LerpOp.
.
-click and choose Hw Shader Nodes
Inputs Common
UV Set to create a UV Set node.
-click and Hw Shader Nodes
Math
Multiply to create a MulOp node.
-click and choose Hw Shader Nodes
Values
Float to create another Val node. 
icon of the TextureMap node. 
Value=0.5

Value=2.0