title: Add texture with output modifier to material with MaxScript
body: <p>I have a scene with a texture connected to an Output modifier then connected to the Diffuse slot of a material (CoronaMtl).</p>
  
  <p>I need to loop thru multiple textures inside a folder, assign them to the material <em>(which is assigned to an object)</em>, render it, and save the image. </p>
  
  <p>Everything is working, but the Output modifier that I just can't understand how to apply. My current script already search for the files, creates the array, apply the texture to the right material, render and saves, but, without the Output adjustments, it's all pointless.</p>
  
  <p>Anybody can shine a light on it?</p>
  
  <p>Here's my material:
  <a href="https://i.stack.imgur.com/AZe1r.png" rel="nofollow noreferrer">https://i.stack.imgur.com/AZe1r.png</a></p>
  
  <p>And here's the script so far:</p>
  
  <pre><code>carMake = "Chevy" -- Case Sensitive
  
  liveriesFiles = "C:\\Path\\PaintSchemes\\" + carMake as string + "\\PAINT_*_PRIMARY.png"
  glossFiles = "C:\\Path\\PaintSchemes\\" + carMake as string + "\\PAINT_*_PRIMARY_MAT_ID.png"
  
  liveries = getFiles liveriesFiles
  gloss = getFiles glossFiles
  
  for livery in liveries do ( 
      sceneMaterials["CHEVY"].texmapDiffuse = Bitmaptexture fileName: livery      
      index = findItem liveries livery
  
      sceneMaterials["CHEVY"].texmapReflectGlossiness = Bitmaptexture fileName: gloss[index]
  
      CoronaRenderer.CoronaFp.showvfb true
      actionMan.executeAction 0 "50031" -- Render
  
      splitString = filterString livery "\ ."
      elementName = replace splitString[12] 1 6 ""
  
      savePath = "C:\\Path\\PaintSchemes\\" + carMake as string + "\\renders\\" + elementName as string + ".png"  
      CoronaRenderer.CoronaFp.saveAllElements savePath
  )
  </code></pre>