Procedural Dust – 3DS Max

I decided to work on creating procedural dust within 3DS Max one weekend.  Here’s what I managed to come up with.

ProceduralDust007 ProceduralDust006

Here is also a shader breakdown within the Slate editor in 3DS Max.


For the dust particles on top of the mesh, I baked the shader’s Z-Up falloff mask to the meshes vertex colours and applied a VRay Fur modifier to the meshes, with the density map controlled by the vertex colour information. The VRay Fur mesh and vertex colours can be seen here.