|01 January 2013||#1|
3D Modeler & Texturer
Boston metro area, USA
Join Date: Apr 2006
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!
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