A thing I tried in max was wiring all the colours to a central swatch so you could easily change the colours…but max became really unstable. It did work but was too hard for me:( I Imn agine it would be realtivly easy to do in Maxscript though.
Final Image with disp:

Final Tree…again:

Oh dont forget that this is procedual so to stop the texture from buggering off when you animate the object then youll need to assign a “UVWMap” with “Xyz to Uvw” checked and assign it a map channel of 99 or something. I usually choose something high that wont get in the way of regualr ones. I dont know why there isnt a setting for this somewhere in the Materials themselves. ANyway I dont do this till the end as Max doesnt give you an accurate view of whats happening in the material editor.
OKay Im going Home you guys feel free to add all you want, ask questions etc.
Im pretty open:)
Files:
Finished Max File
Finished Max File With Displacement
Material Lib (plasticene only)
Displacement Material (required for plast_disp.zip)
[I]Edit I have replaced the displacement file with a .jpg at half res, due to download size limitations. The max file will promt you for the original TGA but just replace it with this .JPG Also their may (I doubt it) be problems with the resizing. Tis all just here to give you an idea anyway
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Plugins required (Although you should be able to get this to work fine with the base package of max, you’ll need these to get my files to work right):
Solid Colour (Blur)
Dyno Skin (Blur)
Do Nothing (Blur)
BlurLib (Blur)
You can get these from Blurbeta but I think the site is down. You should be able to get them from most plugin sites anyway.