Fixing Texture Displacement Between Viewport and Render in 3ds Max

Published on January 08, 2026 | Translated from Spanish
Comparison between viewport and render showing displaced grid texture on sidewalk 3D imported from AutoCAD

The Mystery of Textures That Move When Rendering

When working with objects imported from AutoCAD and you discover that textures display perfectly in the viewport but shift when rendering, you're experiencing one of those frustrating problems that seem to defy logic. The situation you describe with your sidewalk and the grid texture is particularly interesting because you've correctly identified the possible culprit: the UVW Map modifier applied to imported geometry. This anomalous behavior suggests there's a discrepancy between how the viewport preview and the render engine interpret the object's UV coordinates.

Diagnosing the Problem in Imported Objects

Objects from AutoCAD usually arrive in 3ds Max with specific characteristics that can cause conflicts with the UV mapping system. CAD geometry is optimized for technical precision, not rendering, which generates differences in how texture coordinates are processed.

Solutions to Synchronize Viewport and Render

To solve this problem, you need to establish a consistent configuration that ensures both real-time visualization and the final render interpret texture coordinates the same way.

A texture that moves between viewport and render is like a mirage in the desert: it seems to be in one place but when you get there it's in another

Workflow for CAD Objects

When working with geometry imported from AutoCAD, we recommend following a specific preparation protocol that minimizes these visual inconsistency issues.

Solving discrepancies between viewport and render is an essential skill in the 3D production pipeline 🛠️. Every problem of this type you overcome not only improves your current scene but also provides valuable knowledge to prevent similar situations in future projects.