Continuing to learn render layer set-up for 3DsMax
I wanted to make the photometric lights physically visible in the scene as a line of bright factory lights above the pipes, against the brick wall. There must be some obvious settings to do that, I could fake it in-post too. I did want to make the dirty glass windows have some luminescent glow, but the phong shader either went invisible of solid. That one shadow on the ground is too sharp. Overall, I was going for a dreary feeling. The overcast sky helps that come across.
A bit of Z-depth and glow added to the windows. Another render is needed to make sure that the dirty glass texture is visible.

Quick breakdown of early light setup and textures.