In Max, make sure you use the modifier (VRayDisplacementMod) not just the material, and make sure Keep Continuity is enabled. Help file https://docs.chaosgroup.com/display/VRAY3MAX/Displacement+Modifier+|+VRayDisplacementMod
There is an automatic packing solution in every modeling app. Unreal can also make you one automatically. You just need to enable "generate lightmap uv" in the static mesh settings.
Go to Customize-Preferences-Viewports-Configure Driver and there is a setting for "display all triangle edges". Press X to re-enable the gizmo. alt-middle mouse to rotate around in your scene.
You can also import the high polys, add a an optimizer to get them down to 1000 tris and still have the general shape, then disable the modifier in viewport, enable at render times.
Software? In Max, edge sub-object mode has a button "create shape from selection", choose linear. Then click on the shape, and in the Rendering rollout click Enable In Viewport and set it to Rectangular.
perhaos you should enable the dx material in the material rollout, otherwise you won't see your normal map in realtime. Use the normal bump material for your normal map
material editor > propagate to instances solves it for the session or max file In the preferences search for the same (general I believe) and uncheck that bullshit. Also uncheck world uv coordinates should it be enabled.
Yeah you could script it quite easily. Have a look in the Maxscript help or turn on the Macro Recorder and enable all the callbacks. It'll show up the relevant commands in the listener window.
Hi @dendoneva . Just making sure that you are aware of the native support in 4.23. I tried it out already and it works like a charm. No extra steps and setup necessary other than enabling virtual texturing.