mmmh…I think that the abstrakt buildings could be created using low opacity with some falloff materials with contours shaders…and some noise in the difuse channel…It´s only an idea,but I´ve seen similar results using this tec,I hope help you…
Mental Ray - Shaders
I’ve attached a few example materials (Max9 file) that if nothing else, may make a good starting point.
WOW, AMAZING!!!![]()
thanks JEF, youre the best, and thanks for all who was trying.
PS: sorry for my bad english
I’m new to the shader game and you’ve been of great help to me, Jeff. I’ve deconstructed, reconstructed and tried to duplicate like every shader on your homepage and it has given me alot more insight into shaders.
But there’s one thing I really don’t understand at the moment. 
I downloaded your skin/alien skin shader and opened it in max. I got this error:
"Missing Dlls
Filename: XDof.dlv Class:XDof SuperClass: 0x1090
Dll Description: XDof 2.0 (Evasion 3D) - Depth of Field Effect"
, but I couldn’t find anything with DOF in the scene so I rendered it out anyway and got this:

I thought that looked more or less the same as the one on your site so I was happy. 
Then I merged my male bust into the scene and scaled it up to about the same size as your model and rendered again. The bump map was suddenly 10 times larger and he looked like a burn victim.
Here I rendered parts of your model with my model to show you:

They both have the same material applied. I don’t understand a thing. Does it have anything to do with the missing dll? I’m guessing it’s something obvious so rather than spending 10 hours debugging it I’ll just ask here. 
Thanks in advance.
The xdof message won’t affect the scene in any way. X-DOF is a plugin I have for creating DOF effects. Evidently I was using it on this scene at some point and either I forgot to remove the effect, or after I deleted it from the scene, the plugin didn’t properly remove all traces of itself.
The problem your having with your scene is because you scaled the mesh. This is a common issue in 3dsmax and to work around it you shouldn’t directly scale your meshes by using the “select and uniform scale” button on the toolbar. Instead, apply a xform modifier to your mesh and increase/decrease the scale the gizmo of that xform modifier. Attached an example render showing the effect.
Hi
Does any one know if the lm 2dmv shader works in max9 and if so how to use it.
Any info would be really apppreciated
Thanks in advance.
Hi
Does anybody know if the lm 2dmv shader works in max 9 and if so how to use it?
Many thanks in advance
Anybody got any good ideas for a nice A&D Rusted metal material? Like part brushed metal and part rust with a negative bump (or displace)…I tried basing one off the brushed metal template but every result was horrid.
Hey actually i have just started using MR physical sky so don’t have much experience with this. Could anyone tell me as we put the physical sky under environment panel and its gonna render out. If we want want to put different environment map and render it then how we can do it while physical sky enabled ?
There is an option in the Sky material to use a bitmap, this is actually blended with the Sky gradients.
And you will need to boost the RGB value of your bitmap (try about 20) as the Sky is much lighter (relatively).
Dave
hi to ya all! best thread ever. im trying to achieve smthng like wet concrete in rainy situation with all the ripples and stuff (for the ground) in MR ofcourse
Do you guys, know where I can find the file and tutorial on how to use Object Light (GeomshaderObject?)
thx
I dunno if it will be useful to you guys or not, but I put a video of a geolight setup here:
http://www.vizdepot.com/forums/showthread.php?t=4468&page=2&pp=15
It just shows a very basic setup for using a mesh as a light source, nothing fancy at all.
The templates is a good starting point, you just have to remember that in the brushed metal you need a UVW Map, or change the Reflection color to another procedural map with a Object XYZ coordinate. Also put some environment map, metal objects need some environment to reflect. Try to explore the template and understand how it works, and don’t forge to read the great help Zap wrote about the Arch & Design Material just pressing F1. 
Frankly, for rust, I’d involve a blend material between two different A&D materials… not unlike what I did to the muddy car animation
/Z
Hi all,
I know this has already been covered, but I’ve come across the SSS with multi/sub object ‘bug’ and the workaround that jeff posted required a hacked/modified subsurface.mi shader file and the link no longer works… also there was an image there that shows the setup used… also not working… just wondering if someone could help me out here?
Many thanks
Owen
Hi Owen,
What version of 3dsmax are you running? If you’re using Max8 or 9, that edited file won’t help anyway. However, if you’re still using Max7.5 then let me know and I’ll add the files back to my server for you.
Jeff
hey jeff,
cheers for getting back to me on this,
unfortunatley i’m using max8… so no dice there then 
are there any possible workarounds in max8 that you know of?
thanks v.much for your help ^^
Owen