What DeadlyFreeze was trying to say is, basically you're trying to mix and match hardware and software shaders and/or materials.
They're different things handled in different ways, written in different languages.
3dsmax procedural/parametric materials like Blend will only show up in the viewport with a rough approximation as far as Autodesk have been bothered to implement them - so, for example, some materials will not ever show up correctly in the viewport because they have only been implemented in the software renderer.
Similarly, FX shaders for real-time display (like those you'd get in UDK or other game engines) are written specifically for that purpose. They are not supported in Max's software renderer because Autodesk have never implemented a feature that could convert those shaders to be renderable.
In the long run, this sort of tech will converge and cross over, but for now it's very much a case of "one or the other" except in specific circumstances where necessity or user pressure has required Autodesk implement real-time viewport functionality (which are, importantly, approximations, rarely ever exactly the same result!) for their "offline renderer" materials.
Hope that helps clarify the situation since you seem to be getting your wires crossed slightly about what will work in different rendering methods, and why.