Viewports can display materials in either a Shaded or a Realistic style, with or without the maps they use.
The main Material Editor control for shading materials in viewports, and toggling display of maps, is a flyout with four possible states:
The Slate Material Editor indicates that map display is on with a diagonal red shape in node title bars, the Material/Map Browser, and the Navigator. See Indicators for Show Map In Viewport.
This control is also available at the map level, where it functions only as a toggle for the option set at the material level, and applies only to the active map. So, for example, you could enable viewport display of the bump map while disabling display of the diffuse map, although both would appear in the final rendered image. Changing the setting at the material level overrides any map-level settings.
The following image, taken from a 3ds Max viewport, shows two spheres to which are applied two copies of an Arch & Design material with identical settings, including texture-mapped diffuse color and bump maps, a high reflectivity level, and a Checker map applied to the Anisotropy channel. The scene also includes a Daylight system with mr Sun and Sky, with the Environment Map set to mr Physical Sky. The only difference is that the material on the left-hand sphere is set to Show Shaded Material In Viewport, while the material on the right-hand sphere is set to Show Realistic Material In Viewport. The latter shows the bump map, reflection of the sky, and the checkered anisotropy in the specular highlight. When rendered, the spheres appear identical, and look similar to the right-hand sphere.
When you save a material in a library, the state of this button is also saved. When you apply a mapped material while the button is on, the object's Generate Mapping Coords. check box is turned on. This means that you can drag mapped materials from the Material Library in the Browser over objects in your scene, and have the mapped material appear in the viewports.
You can toggle Show Shaded/Realistic Material In Viewport for all materials by choosing Views menu Show Materials in Viewport. These controls are also available from the Compact Material Editor Material menu and (while using Nitrous) the Shading viewport label menu.
3D procedural maps can display in viewports, except for the Particle Age and Particle MBlur maps.
For a mapped material to display in viewports, the following conditions must be met:
If the object type does not have a mapping coordinates check box, apply a UVW Map modifier.
The map appears on objects assigned the material in all shaded viewports. Now when you adjust a map, the viewports update to display the adjustments.
Material Display and Viewport Drivers
The appearance of materials in viewports depends on which graphics driver you are using. At the low end is software display alone, and at the high end is the Nitrous viewport system.
Provides a render-quality display environment that supports unlimited lights, soft shadows, screen-space ambient occlusion, tone-mapping, and high-quality transparency, along with progressive refinement of image quality when 3ds Max is not otherwise busy.
Supports both Shaded and Realistic display. Uses hardware support for the Standard Material, Arch & Design material, and Autodesk Materials.
Supports Diffuse, Specular, and Bump mapping, as well as Anisotropy and BRDF settings.
Supports only Shaded display. Only Diffuse maps appear in viewports. Cannot display shadows or ambient occlusion.
Supports only Shaded display. Only Diffuse maps appear in viewports, and only one map displays at a time. Cannot display shadows or ambient occlusion. Display of transparent materials is limited and not accurate.
Here are some points to keep in mind: