This is not how realtime displacement works. Realtime displacement does nothing for the shading (only silhouette and shadows). And the tessellated surfaces aren't currently anything like the sub division surfaces you see in max or zbrush.
Solved. I putted all those maps in slots of a normal blinn shader. Max updates maps in not realtime shaders but this update forces the update in realtime shader. Working around maxs flaws but it works :)
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I watch a video about building on brochoure . I see , camera tracking realtime a building on a paper . I dont know how can do it , it's look like eyetoy of sony . [ame] http://www.youtube.com/watch?v=GhoVGwkwamM&feature=related[/ame]