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I have been using Max 2009 (design) for a little to create a scene with a number of meshes and textures in it and have run into an unexpected and niggly bug which I have been unable to resolve despite searching both the net and my options extensively. Basically, in scenes with more then 1 normal map* they do not display correctly in the viewport.
* method is bump @ 100, map - normal bump - submap in normal slot is bitmap - image is TGA or PSD
On file load some, about 25% of the, normal maps display the wrong TGA. In order to fix the issue you have to create a new material and new maps and re-apply it. In my case often dragging it into a group material. However this method will often result in a new random TGA already in the scene being displayed instead.
IF you repeatedly replace the material with the same cloned material, the TGA’s it cycles through are limited (eg. it doesn’t randomly pick all TGA’s in a scene).
The curious thing about this issue is that upon render the correct TGA’s appear but back in the viewport they remain incorrect. I suspect that the directX shaders are getting confused by having multiple TGA’s and I confirmed this by noting that if you repeat the above step but use a name of a material that already has a normal map it will use that material most of the time.
My specs are:
Vista - 64bit
MAX 2009 - 64bit
Shader - DirectX 9
GFX - Nvidia 8600gt 512mb
RAM - 4gb DDR2
CPU - AMD 4400+ dual core
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