hi, i got a a little update concerning my procedural hobby...
the left material is the procedural representation of the painted concrete on the right of this picture.
currently i only managed to build the diffuse map. the bump will follow.
it came out as a hell of stacked noises with use of berconmaps plugin.
the only problem is, that i still have no technique to blend the "broken concrete" parts at these positions, where they are painted. a vertexcolor mix would soften up the edges too much.
now i plan to assign the "broken"-concrete map, to the "broken"-polys, and the "intact"-concrete to the intact-polys and search for a transition shader
if you are interested in the shader, you can grab it here
its 3dsmax 2009 version.
here you can see the shadertree