Changing Material in Mx not updating in Composer

Hey there. Before I give some example files, I just wanted to check, is it a known issue that if you hook max 2022 up to Composer 2023.1.1 using Connector 201.1.0, do changing material assignments work? Meaning, I assign material to an object, it publishes fine, but then if I assign a new material to my object, and republish, the object in Composer still keeps its old material?

  • Neil

it shouldn’t stay the same on paper. once you overwrote the USD, and assuming you have the same USD opened in Composer, you will see a prompt at the bottom right of the viewport as such:

once you hit ‘FETCH’, the changes you’ve made in Max should be reflected.

Ok, for changes to geometry and such it’s working exactly as you describe, but for some reason swapping materials doesn’t seem to work. I’ll make a simple scene and get back to you with a repro example on monday. Thanks for letting me know it should be working!

  • Neil


What kind of material are you trying to send over to Composer via connector. I know in my case it has trouble with Arnold materials so I’ve started using MDL Material if I know I’m going to send stuff to Composer. FYI, MDL Material and various other items like certain USD exports are only in my 3DS Max 2024 and not in my 2023 version. But, I’m sure you can add MDL Material to 2022 version. Materials have been my biggest fight with 3DS over to Composer…that and heavy modifiers to poly meshes like complex UVW unwraps and Modifiers like Turbo Smooth etc.

Thanks Mark, in this case I’m 100% testing using the standard Material in max 2022. I’m a vray user, but I like starting simple, so once I have a bullet proof pipeline with standard, I’ll move onto other renderers. Will post soon a scene file showing the issue.

  • Neil

Ok, so I think I’ve narrowed down the problem.

If I write out the usd file to localhost, I don’t have any issues. But if I write out the usd file to a local drive, that’s where I have problems. As an example…

  1. Create an object in max 2022, add a material
  2. click “export to usd” on the toolbar
  3. Write the usd file to a local directory
  4. Change the material on the object in max
  5. Write out the usd again using the toolbar.
  6. Instead of overwriting the usd file, it seems to be creating a new file, see image below. SO when I reload the usd it contains the same old file with the first material.


Any idea why it doesn’t overwrite the usd file?

  • Neil

Hmmmm, I’ve never seen that file type “.3lrsfi” in my life. Hopefully someone can chime in with some export advise out of Max 2022.

I tried your example in my Max 2024 and it work fine on my end.

In max 2024 I export my USD to local system Folder using the…
File>Export>Omniverse Exporter(*.usd, usda)
File>Export>Universal Scene Description (
.usd, *.usdz, *.usda, *.usdc)

Sometimes when I’m having a problem with a file export to USD I’ll export as Autodesk FBX, Re-Open FBX in 3DS Max and then re-try USD Export. Going through FBX seems to collapse any weird “INSTRANCES”, “SMOOTHING GROUPS”, etc. But I only go through FBX as last resort. That doesn’t seem to be your issue…just thought I’d throw in how I export a USD file.


Well thanks anyways, only difference it seems between your workflow and mine is I’m using the button on the toolbar. But I would assume it would do the same thing.

BTW, if I keep exporting the usd again and again, it creates more files, each with a different file type, so I don’t think “.3lrsfi” is a filetype, I think it’s a random set of letters and numbers generated at each export.

  • Neil

Hi Neil,
I am checking to see if you are still having issues. This seems to be a unique issue. I would advise that when you export, that you FORCE the exporter to write over the existing working file. When you go to export, it will ask you for a file and file location. Just specify the same file and it should up just fine. If not please let me know.