This example demonstrates how to create a shader network using a Stingray material and ShaderFX nodes that allow you to blend two textures by painting the vertices.
It is similar to the example "Blend the textures using a Vertex Color node" in the topic "ShaderFX Introductory Sample Workflow"; however, this example uses the Stingray Standard Base node and its associated ShaderFX nodes.
Prepare the Stingray graph:
Material Editor, choose a DirectX Shader material, and apply it to the plane. 


Custom. When 3ds Max prompts you, click Yes to confirm that this is a custom shader, and to delete the other nodes from the Stingray preset. 
The shader network now contains only the Standard Base node.
Add nodes to the graph:
Linear Interpolate node. 
Sample Texture nodes. 
Texcoord0 node. 


Material Variable node. 
Scalar. 


The Stingray graph is now complete. In the next procedure, you adjust the user interface and assign the actual texture maps.
Set up the textures and the BlendMaps parameter:

Parameters rollout, click the Texture1 button and assign a map; for example, Complete-Right-Side copy.jpg. The textures used for this example are in the \tutorials\sceneassets\images folder, which is available if you download the tutorial files. See http://www.autodesk.com/3dsmax-tutorials-scene-files-2016. (If you use the fac3.jpg map, make sure that Sequence is turned off in the file dialog!)
Use BlendMaps to adjust the blending of the texture maps:
At its default value of 0.0, the BlendMaps setting shows only the first texture, as you can see if you move the Material Editor to show the Perspective viewport.

BlendMaps=1.0

BlendMaps=0.75
Save your work:
Export Graph.