For this scene we'll use some of Maya's own shaders and utilities to drive the parameters of the MR shaders. It is important to take note of the fact that, since we are dealing with volumes, we must use volumetric, or 3D shaders. When dealing with surfaces, 2D shaders can suffice. Also, not because they are called shaders it means that they can only be used as materials. The output of these nodes are numbers and it is up to you to decide what they represent.
Volume Noise. A 3D textures that produces a random output of values between 0 and 1. The user can select different functions to produce the noise:
Solid Fractal. Another type of noise, but based on fractal functions. Fractals have an infinite level of detail, so that at any resolution they exhibit the same pattern, with the same amount of detail.
Remap Value. One of Maya's Color Utilities. It takes a number as input, and produces another number as output, which is the result of applying a function or transformation to the input value.
Set Range. When you obtain a set of numbers over a given interval, you can apply this utility to remap the values over a different interval.