Hi, my 2012 max has serious issue with map updating. When I'm using shader like Xoliul or 3pointlight it sees some maps as a previous versions. It doesn't update them in viewport and when I go to a window where i choose the map and click on the map i want it shows previous version. here the gloss map is really bright but…
That's kind of a classic problem with max. I think it shuts off texture updating if a material changes too many times in a few minutes. Normally toggling the material editor open and closed forces it to refresh. I think the default is M. So you save in PS, go back to max punch M twice and it updates. I think it might also…
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 :)
Yep. Dunno why but max updates maps in normal shaders but this fact forces the update in dx shaders. You don't have to apply this normal blinn shader to anything. Just have one in material editor with those maps. Works for me.
Sorry to resurrect an old thread here, but I'm having this issue as well. Using 2012 with Windows 7. The refresh option doesn't seem to be working, closing the material editor doesn't seem to work, I've also tried assigning a different texture and reassigning the one with the updated map, and changing which file is being…
It didn't seem to fix the issue for me. :( I'm going to continue to investigate - I have got it to work by a combo of turning on and off the update maps checkbox, the hardware mode and recompiling the directx shader.
That's very interesting; I've been using DX shaders lately and noticed that the refresh bug has been coming up more frequently as of late. You're saying you're just instancing the maps into a standard shader with no frills, that way it'll update THOSE correctly, and in turn, will refresh the maps you ACTUALLY want…
Weird, I'll have to try that when it acts up next. I've noticed something similar happening in Hardware Viewport vs Rendered maps; I got it to bug recently where the Rendered map seemed to be different from the Hardware Viewport map. Hopefully this'll fix that too. Good find. Thanks!