The second main material of the blend material is simple. It's a very dark brown colour (almost black), with very little reflection (almost black).
I added a small 'dent' procedural to the bump slot.(Fig.26)
The complete material should now look like this (Fig.27):
Now, before we test render, make sure your AA and GI settings are turned down. This may take a while. (Fig.28)
...OK, all done!
Not happy? Me either! Play around with your colours, reflections and glossiness. I decreased the glossiness a little, changed the reflection colour to a more neutral desaturated brown, and changed the colour in the dirtmap.(Fig.29)
Another test render
And with default scanline renderer (Fig.30):
That is how it is done!
Although this example used a turd as an example, there are many uses for this particular style; mashed potatoes, mud, a cream of some kind... It's really up to your imagination!
I hope this tutorial has given you an insight into the power of procedural mapping, and encourages you or gives you more confidence to utilise this grossly misunderstood feature of 3ds Max.
For comments or questions, you may send me (Honki) a private message through the Threedy forums.
Additionally, the 3ds Max files (Both VRay compatible and standard) are available for download through the Threey forums: http://forums.3dtotal.com/showthread.php?t=58394
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