We’re going to render the mountain with the Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to the Mental Ray ( ). Drag and drop the Gradient Ramp map from the Displace modifier into a material slot in Material Editor and select ‘instance’ when asked. Apply the following parameters to the Gradient Ramp map: We’re going to create a snowcapped mountain with snow also at the base. The material will be created from scratch and it will use only procedural maps found in 3ds Max. We’ll utilize Gradient Ramp diffuse map to create color variations and Composite bump map to create lots of small scale details. So let’s select an empty material slot and create the material. You can just copy the settings from the picture or read the explanations below the picture. Add second layer to the Composite map. Change the blending mode to Addition and Opacity to 70. Add Speckle map to the second layer ( Add third layer to the Composite map. Change the blending mode to Addition and Opacity to 60. Add Speckle map to the third layer ( We combined three different maps to create large, medium, and small scale details to the bump map. This method produces more realistic bump map than a single map would. Make a test render to see how the 3d mountain looks like with the diffuse and bump maps. At the moment there are several problems with the rendered image: Tip. If you’d like to create vegetation to the base of the mountain you could change the color values of Flags 5 and 6 ( in the Gradient Ramp map) to green. ) in the top viewport and place it according to picture below. Right-click on the Perspective view and press C in the keyboard to change it to the Camera view. We rely heavily on the bump map so we desperately need more interesting illumination for the mountain. Create ‘mr Area Spot’ ( the higher the value, the softer the shadows. If you do a high resolution render and experience graininess in the shadows you can increase the ‘Samples’ values to fix it Now the left side of the mountain is completely black and it fades into the background. Let’s fix that by adding a fill light. Create ‘Omni’ light and place it to the left side of the mountain and apply the following setting to it: Next we’re going to increase the quality of the mountain geometry and adjust the sampling settings to get more polished render. Go to the render setup and increase antialiasing quality by increasing Mental Ray’s sampling values ( Select the mountain, go to the modify panel, and add TurboSmooth modifier to smooth out the hard edges of the model. Render your mountain to see the effect of these adjustments. As a final thing we’re going to add some clouds around the mountain to create more depth and better sense of scale. Create four sphere gizmos ( Source.