Maybe this has already been asked but here I go :
When I'm texturing, I just put my textures (PSD / TGA or whatever) in max for preview...But when I make some change in photoshop and save them, most of the time 3Ds Max doesn't update them.
And this is true for both PSD and TGA, the only thing I can do to force max to display my bitmaps, is to either create a new material, and reassign all the textures, or reboot max.
Does anyone have the same issue ? It's not really that bad, but it's becoming reallly annoying.
Thank you in advance
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Replies
All methods do the same thing for me. I've notice the reload button with the bitmap doesn't work a lot - go figure.
When memory starts to get low I notice Max takes a while to update textures, if it gets resaved while max is spooling in the new texture, it stops trying to update and pretty much says "ok this file is going to be constantly updating and I can't keep up so... screw it!".
It can kind of be solved (at least for me) with changes to my workflow. If you're the type who makes tiny changes and bounces back and forth between PS and Max you might want to either slow down and let max catch up, or fight the urge to paint a pixel and run to max to check it, instead make a bunch of little changes that add up, before checking it in max.
Technically, I would love it if max would alert you or tell you what's going on when it stops updating and give you a path to fix it, but it doesn't...
always works for me but still annoying
1)MaxScript >turn ON MacroRecorder
2)Click on material (In my case Multi material) and then 'Go Forward to Sibling' one by one to the end. You should get sth like this:
"meditMaterials[14].material1.DirectX_Manager.enabled = off
meditMaterials[14].materialList[2].DirectX_Manager.enabled = off
meditMaterials[14].materialList[3].DirectX_Manager.enabled = off
meditMaterials[14].materialList[4].DirectX_Manager.enabled = off
meditMaterials[14].materialList[5].DirectX_Manager.enabled = off
meditMaterials[14].materialList[6].DirectX_Manager.enabled = off
meditMaterials[14].materialList[7].DirectX_Manager.enabled = off
meditMaterials[14].materialList[8].DirectX_Manager.enabled = off
meditMaterials[14].materialList[9].DirectX_Manager.enabled = off
meditMaterials[14].materialList[10].DirectX_Manager.enabled = off
"
3)Select recorded 'clicks' in listener and drag and drop them on some toolbar
4)That's it! Work's super duper fast and you can also can create a key shortcut for this macro
This is what I do, and it seems to work pretty consistently.
one workaround for me is to temporarily scale down all textures in the scene that i need to be visible in the viewport but am not working on right now to something like 256x256 or 512x512.
at home i exclusively use marmoset for texturing/previewing. it doesn't choke or crash at all and so far i haven't managed to overload it even when stuffing plenty of 4k's into the scene. renders much nicer, too.
downside obviously that changing anything on the geo means re-exporting and the preview in there can be misleading by being 'too good'/fancy.