Choose which face(s) will be coloured using the second material. Click the Plus to create a new slot in the Object Material Slots box, then click the second material in the Available Materials list while this is still active. When you click the Assign button, the second material will show on the faces of the selected object.
Drag and drop an image texture into the lower area of the interface from the shading tab. Click and drag the yellow dot from the new image texture node to the "Principled BSDF" node's yellow dot labelled "Base colour." On the default cube, we can now see the texture.
Tab into edit mode after selecting your object.
Select the face(s) for the first material in edit mode.
In the material tab, click “new material”, or select one from the list, then click “Assign”
You can then repeat with other faces: Select, choose a material, click “assign”.
When two shaders are combined, the Mix node is utilised. Mixing can be used for material stacking, with the Factor input attached to a Blend Weight node, for example.
Go to File -> Export -> Cycles for Max Shader (. shader) after selecting an item with the shader you want to export. After that, you can load this shader file into a Cycles Shader Graph material in Max.