Yes, I see what you mean now (though I can't see the images). It is true that it changes your viewport, and it is by design. Previously, if you had two Rhino mappings, I'm sure you know that the only way to see one or the other was to actually edit the desired one somehow. Now, as noted in the sticky, you are able to use the plugin to select the desired mapping. This can be done by selecting a texture which uses that mapping.
Now consider this in the context of colors: if you had a red Maxwell Material, then you went into the Rhino material color picker and changed it to green, the plugin would not know about the change. Next time you did something which caused the plugin to update the viewport, your green color would be removed and replaced again with the red one created by the plugin. If this were not the case, the plugin would simply not show its Materials in the viewport.
It is now the same with texture mappings, since the plugin has gained the ability to show a specific one. If you have a textured Material, and its' selected texture uses a specific mapping, then this mapping will be shown when the viewport is updated, just as the red color was shown in the previous example. If this selected texture uses Channel 0, then there are two possibilities:
1. the texture uses Real Scale
2. it does not
If it does, it will then want to make sure that the Real Scale mapping is up-to-date in the viewport. If it does not use Real Scale, it will be set to use the Rhino surface mapping. This is what happens when you turn on and off Real Scale - it switches between surface and box mapping (since planar/box is the only mapping which makes sense for Real Scale). It uses the surface mapping because it does not know which of the other Rhino mappings (if there are any) you may want to see.
Therefore, if the selected texture does not use Real Scale, and the viewport Materials are refreshed, the objects which use this Channel 0 texture will end up showing the default channel 0 non-Real Scale mapping, which is the surface mapping.
I do not know any way to avoid this - if you have three mappings and you show one of them in the viewport by editing its' parameters in the Rhino texture mapping window, the plugin does not know you have done it. This is not really a problem, as far as the plugin is designed: it is designed not for making pretty Rhino viewports, but for allowing you to edit whichever mapping is used by a given texture.
Anyway, if you find this troublesome for your purposes, you may use the new 'Enable/Disable real-time viewport Materials' button in the Database Manager's toolbar - when disabled, nothing at all should be done to the viewport.
JD
p.s. regarding this:
Now i'm trying to follow you sticky but i face one problem.
At this step: "9. the viewport .....You should see that the plugin has created a Rhino material with matching tile/offset values as you set in the Maxwell texture.". Well this is not my case. The tile/offset still display 1 and not 0.25.
Yes, I see here Rhino is reporting me some bogus offset number in the 'Modify...' dialog - I don't know why. Nevertheless, those are the settings that the texture-editor's Tile and Offset parameter's affect, and if the viewport tiling matches the render it means that they are being set correctly. Note that, in the case of Real Scale, the meaning of Tile X/Y works in reverse, so setting a higher Tile X/Y number in the texture-editor will show a lower number in the Rhino 'Modify...' dialog - that is part of the math involved in creating the Real Scale mapping.