Sorry, but i spotted some stuff i think you may need to know:
Anisotropic material.
(...)
0 anisotropy
If you use 0 anisotropy there?s no point in use an anisotropic material, simply because it'll work exactly as blinn.
250 specular level
(...)
80,80,80 specular
(...)
for Specular settings:
Specular level: whatever_specular.tga
Specular color: whatever_glow.tga (disable alpha)
As soon as you use a specular level texture, the value in the specular level tab (250) is discarded as max starts using the texture as a grayscale reference for the level.
Also, you're reflecting a gray as specular (80,80,80), that?s something not usual either on reality or renders.
Self-illumination: Output slot with whatever_glow.tga. increase the output to ~400%
I don't usually go over 100% here, but it all depends on the render engine you're using. I use vray most of the time, so i just need to do 100% to make it emit light as if it were real lighten.
Just some notes.
As for glows: I tried creating an animation with a nebula like the one in the pictures above... however, on every frame, the nebula changed orientation. It was never the same twice, which made it really hard to use.
Does anyone have an idea for an animated nebula using glows? I did disable everything relating to motion in the glow settings but no avail. The particles used wern't moving either.
Are you using a noise material? If so, noises are animated by nature. A highly animated noise will make it look like a TV out of the air, a slowly animated one may turn out as a slowly moving nebula.
Hmm.. if you?re using particles, they are hard to predict... perhaps if you use a smoke FX.