Display cubemap from reflection map channel in viewport - 3ds max 2013

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  01 January 2013
Display cubemap from reflection map channel in viewport - 3ds max 2013

Hi everyone. How can I get the viewport display in 3ds max 2013 to display a cubemap properly, using the reflection map channel of a standard material?

I'm using the same method as I've used in previous versions of 3ds max (reflect/refract map type with each of the 6 images of the cubemap plugged in; see image attached), but it's not working. I've tried with Nitrous, DirectX, and OpenGL viewport displays, and made sure that realistic/hardware shading is turned on. I've tried both using default lights and scene lights and still nothing. I know the map is working because it shows when I render it.

In the viewport, the only difference turning on the reflection map makes is that it very slightly blows out the color--making it more desaturated and lighter the higher the numeric reflection map value is set to. The overall effect is very subtle and does not create the shiny look that a cubemap is supposed to.

I can't seem to find anything else about this problem. Hopefully there's something minor that I'm overlooking. Any help would be greatly appreciated!

My specs (this is a laptop):
Intel i7-3820QM 2.7GHz CPU
AMD Radeon HD 7970M 2GB DDR5 video RAM
I know the Radeon is not an officially supported card for 3d apps but I've never had this problem before. Thanks!
  01 January 2013
Image of reflect map settings
Attached Images
File Type: jpg 3dsmaxReflectMapMaterialEditor.jpg (73.5 KB, 21 views)
  01 January 2013
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