3D modeling, animation, and rendering software for Windows

Autodesk 3ds Max

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Download Autodesk 3ds Max 2022.0.1

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What's new in this version:

Autodesk 3ds Max 2022.0.1
- This release fixes an issue that caused a dialog box to pop up when launching 3ds Max in server mode. MAXX-63028

Autodesk 3ds Max 2021
- Bake to Texture
- Installer
- Scripting with Python 3
- Arnold as the Default Renderer
- Physically Based Rendering (PBR)
- Improved Viewport Quality & Settings
- OSL Shaders
- File I/O
- Chamfer improvements
- Weighted Normals Modifier
- SketchUp Import
- Substance Update
- ProSound Improved audio support
- FBX Improvements
- 3rd Party Developer Tools

Autodesk 3ds Max 2020.3
- SketchUp ATF Importer Update
- Chamfer Mitering Types available in EditablePoly
- Arnold and Active Shade Viewport Enhancements
- PySide2 updated
- Arnold MAXtoA clip_geo Update
- New Forge Design Automation API for 3ds Max

Autodesk 3ds Max 2020.2
- SketchUp importer update
- Chamfer modifier improvement
- Viewport enhancements
- Python 3 Alert Mode
- Arnold MAXtoA update
- Arnold 5.4 improvements
- Arnold beta GPU improvements
- Public Roadmap

Autodesk 3ds Max 2020.1
- Detachable viewports
- New Hotkey editor tool
- Chamfer modifier improvements
- New Double-click selection
- Command Panel improvements
- Autocomplete for MAXScript
- Arnold out of the box
- Public Roadmap

Autodesk 3ds Max 2020
- Create Animation Preview improvements
- Chamfer modifier presets and save default settings
- 14 new OSL shaders
- Revit import new “Combine By” types
- MAXtoA PFlow instance node
- Copy+Pasted modifiers maintain their custom names
- Validity intervals (animation is only calculated if there’s a change in object location)
- Autobackup is more responsive to ESC request
- Civil View textures update to render with Arnold
- Change color of MAXScript listener window
- 270+ 3rd party plugins launching around 3ds Max 2020

Autodesk 3ds Max 2018 20.0


3ds Max Fluids:
- Create realistic liquid behaviors directly in 3ds Max

Motion Paths:
- Manipulate animations directly in the viewport and get direct feedback when making adjustments in your scene


3ds Max Interactive:
- Access integrated tools for creating VR visualizations without leaving your 3ds Max workspace

Arnold for 3ds Max:
- The MAXtoA plug-in is integrated into 3ds Max, giving you access to Arnold’s latest features


Customizable workspaces:
- Match your UI to the way you think and work with a more responsive, modern, and customizable user experience

- View MAX files using Forge Viewer in a web browser to review and share assets


Spline workflows:
- Create and animate geometry in several intuitive ways with new and enhanced spline tools

Data Channel Modifier:
- Extract information directly from a model, which you can use to help inform other types of modifications

Blended Box Map:
- Morph visible seams by blending as many as six materials applied to an object

Autodesk 3ds Max 2017 19.0

- 3ds Max's user interface has been modernized with streamlined new icons. The icons still retain enough similarities to previous versions to be instantly recognizable to long-time users.
- The typography has been refined for a cleaner, simpler look.
- Another significant improvement to the user interface is it is now HDPI aware. 3ds Max correctly applies Windows display scaling so the interface appears optimally on your high DPI monitors and laptops.

- Autodesk 3ds Max 2017 has many new features and tools to improve your animation workflow and efficiency. Improvements and new features include:
- Spinners can be reset to default values
- Time Configuration: addition of a Rescale Keys to Whole Frames checkbox to force quantization
- Custom Attributes: you can save and load presets
- Modifier Stack: you can open the Right-Click menu even when the stack is empty.

Track View:
- The Track View has an improved default layout better suited to animators. Anything you customize on the layout, such as toolbar locations, is remembered the next time you open Track View. 8 new toolbars have been created to group tools commonly used together. The new toolbars are:
- Buffer Curves: to create and use buffer curves.
- Key Selection Tools: to easily select keys.
- Keys Only: tools only pertaining to key value and time.
- New Keys: an expanded version of the existing Keys toolbar.
- New Key Tools: a key adjustment toolkit for professional animators.
- Spacer: inserts blank space between docked toolbars.
- Tangent Tools: tools pertaining to key tangents.
- Over 25 new tools have been created to help you work efficiently with your animation in the Curve Editor.

The new tools enable you to:
- Edit keys more easily
- Manipulate key values and times
- Apply horizontal and vertical zoom extents simultaneously
- Zoom extents for selected keys
- Work with buffer curves to facilitate change management.

Additional improvements include:
- If you want the Curve Editor to retain zoom levels you set when navigating between curves, deselect Enable Autozoom
- Improved key reduction performance for baked animation
- Auto-Key default frame can be any frame
- You can select all of the keys on a curve simultaneously by double-clicking on the curve.
- The Scale Values Origin Line now displays its value when you move it
- Selected keys can be removed by pressing Shift and clicking Add Key.

Buffer curves:
- The buffer curves tools facilitate change management by allowing you to keep your original curve position in a buffer. You can work with and make changes to the curve, while still viewing the original curve. You can revert back to the curve in the buffer even after making several changes. You can also reposition the buffer curve or swap the buffer curve with the actual curve.
- Motion panel. Improvements and new features in the Motion panel include:
- Tracks in List Controller can be made active by double-clicking in the controller tree-view
- Empty tracks and assigned controllers can be reset to their default controller type
- Controllers can be copied and pasted using the Right-Click menu in the controller tree-view.
- Evaluate performance using Maya's Profiler tool:
- Profiling is a process calculating how much time and resources are used to complete certain processes. You can now locate performance slow-downs by recording and graphing the amount of time consumed by each process. In 3ds Max software, you record a text file of your scene or animation's performance. You can then use Maya software to graph and view the profile information to find any animation slow-downs.


Boolean Compound Object Creation:
- The redesigned Boolean tool for creating compound objects is more intuitive than ever. The double precision algorithm creates reliable meshes while the new workflow makes it easy to add and remove operands when assembling your geometries. Color coded outlining makes the Boolean operations applied to specific operands visible right in the viewport. The new Boolean Explorer helps you keep track of your operands during assembly while sub-boolean nesting helps you organize the components involved in creating complex objects.

Local Aligned:
- Local Aligned is a new axis alignment method that uses the coordinate system of the selected object to calculate X and Y axes in addition to Z. This can be useful when adjusting multiple sub-objects with different facings at the same time when Local causes undesirable results. You can access Local Aligned from the Reference Coordinate System drop down menu on the main toolbar.

Toggle between Sub-Object Levels:
- While working with poly objects, you can now toggle between sub-object levels (vertex, edge, border, polygon, and element) using a hotkey. Using a single hotkey to move between levels allows you to spend less time searching for the appropriate key or button, and more time creating your model.

Working Pivot:
- A new workflow has been implemented for Working Pivot as well as quad menu support. You can now enter Working Pivot mode by selecting it directly from the Reference Coordinate System drop down menu as well as from the Hierarchy panel as done previously. Edit Working Pivot also incorporates a new caddy allowing artists to reset, accept or cancel modifications to pivot placement directly in the viewport.
- Pin Working Pivot is another new option that offers new flexibility. Normally, Working Pivot resets its position whenever a new selection is made. With Pin Working Pivot enabled however, the placement of the Working Pivot stays consistent even when other objects are selected.

Point to Point Selection:
- You can now preview the selection of non-adjacent sub-objects to see exactly what will be selected before confirming the operation. To use point to point selection, hold down Shift and then click a vertex, edge, or polygon. Move the cursor and the selection will follow along the shortest possible path. Click again to confirm the preview. You can then continue adding and confirming more sub-objects to select, or release Shift to complete the action.

Bevel Profile Modifier:
- You are now able to create bevel profiles using an improved method which gives you more creative control. The Bevel Profile Editor allows you to easily create and edit your bevel profile as well as save presets for future use.
- Morpher Modifier
- The Morpher modifier now supports unlimited morph targets.

Unwrap UVW Modifier:
- In addition to new performance boosting code, UVW unwrapping is now easier and more powerful thanks to intuitive tools and improvements. Selecting sub-objects is faster with the addition of symmetrical selection options, point to point selection support, and other time-saving enhancements. The new Brush tool allows you to move and relax vertices directly in the editor window in order to tweak problematic areas. New bitmap UV checker options give increased control over viewport previews while the addition of a new texture checker offers better visual identification of UV and normal directions.
- In conjunction with the new Multi Tile map in the Material editor, the UV editor now also supports Multi Tile view, which allows you to load multiple texture tiles into the UV editor. This is especially useful for opening and displaying high resolution textures produced by 3D painting applications such as Mudbox, and is an effective alternative to using multiple UV channels to texture objects.

- Voxel skinning is a smooth skinning method allowing you to isolate specific areas of the mesh and produce quick, high-quality results. Unlike standard skinning, which has no concept of body parts, Voxel skinning uses a voxel representation of the mesh to help calculate influence weights. It computes, then applies, the resulting weights to the existing closed-form skinning method, deforming the character's geometry where you need it and can solve the skin weights even when you are out of bind pose. 3ds Max 2017 enables you to quickly switch between painting and blending weights by simply pressing Shift.


ART Renderer:
- Autodesk's new Raytracer (ART) renderer is a fast, CPU-only, physically based renderer ideal for architectural, product, and industrial design renderings and animations.
- The ART renderer provides minimal settings and intuitive settings, with a familiar workflow for users moving from Revit, Inventor, Fusion 360, and other Autodesk Applications using the Autodesk Raytracer. ART allows you to render large, complex scenes and take advantage of unlimited rendering on multiple computers via Backburner.
- Support for IES, photometric and day lighting from Revit allows you to create highly accurate images of architectural scenes. ART's use of image-based lighting makes it easy to render highly realistic images and incorporate your design into real environments.

Scene Converter:
- Use the Scene Converter to easily convert your scenes to take advantage of newer lights, materials, and render features. The Scene Converter has numerous presets for converting scenes, and you can create and save your own presets. You can customize and adjust existing conversion scripts using a simple interface to create Source to Target batch conversion rules. The Scene Converter's capabilities can be easily extended using new Autodesk scripts or ones created by the user-community to meet your individual needs.


Sun Positioner and Physical Sky:
- A streamlined alternative to the Daylight System, the new Sun Positioner and Physical Sky provides a coordinated workflow for users of modern physically-based renderers.
- The primary advantage to the Sun Positioner and Physical Sky is the efficient and intuitive workflow compared to the legacy sunlight and daylight systems. The legacy systems consist of 5 separate plug-ins: the compass rose, the sun object, the sky object, the daylight controller, and the environment map. These are found in different locations in the interface; for example, the Daylight system is found in the Systems panel while its data location settings are found in the Motion panel.
- This Sun Positioner and Physical Sky is found in a more intuitive location, the Lights panel. The Sun Positioner exists to position the sun in the scene. Date and location settings are found in the Sun Position rollout. Once the Sun Position object is created, the Environment map and Exposure Control plug-in are created with good default values. All parameters related to shading are only found in the Material Editor's Physical Sun & Sky rollout. This simplifies the workflow by avoiding duplication and also makes it less likely you will introduce inconsistencies.


Physical Material:
- The new Autodesk Physical Material is designed to take maximum advantage of physically-plausible renderers such as the Autodesk ART renderer. It is a modern layered material with controls focused on physically-based workflows. The Physical Material includes settings for Coating and Sub-surface Scattering, allowing you to create complex and interesting surfaces with a single material.
- The Physical Material is the first Autodesk material to include interface options for Standard and Advanced settings, giving you the ability to fine-tune surfaces only when desired.

Color Map:
- The Color map allows you to easily create and instance solid color swatches, helping to support consistency and accuracy of color choices. The map also allows you to use a bitmap as an input, and adjust the gain and gamma.

Multi Tile Map:
- The Multi Tile map allows you to load multiple texture tiles into the UV editor accessed through the Unwrap UVW modifier. This feature supports popular tools such as Mudbox, Zbrush, and Mari.


Scene Converter:
- Use the Scene Converter to easily convert your scenes to take advantage of newer lights, materials, and render features. The Scene Converter has numerous presets for converting scenes, and you can create and save your own presets. You can customize and adjust existing conversion scripts using a simple interface to create Source to Target batch conversion rules. The Scene Converter's capabilities can be easily extended using new Autodesk scripts or ones created by the user-community to meet your individual needs.

Autodesk 3ds Max 2016 18.0

3D animation:
- Geodesic Voxel and Heatmap skinning (AVAILABLE WITH EXTENSION 1)
- Max Creation Graph animation controllers (AVAILABLE WITH EXTENSION 1)
- Camera Sequencer
- Dual Quaternion skinning

3D modeling and texturing:
- OpenSubdiv support
- Enhanced ShaderFX

3D rendering:
- A360 rendering support
- Physical Camera
- Support for new Iray and mental ray enhancements

UI, workflow & pipeline:
- Better support for Stingray shaders (AVAILABLE WITH EXTENSION 1)
- Integrated Creative Market 3D content store (AVAILABLE WITH EXTENSION 1)
- Max Creation Graph
- XRef renovations
- Scene Explorer and Layer Manager improvements
- Design Workspace
- Easier Revit and SketchUp workflows
- Template system
- Alembic support
- Autodesk Translation Framework
- Multitouch support
- Small user-requested features (SURFs)

Autodesk 3ds Max 2015 17.0

What's New in Ease of Use:
- Undo and Redo on the Main Toolbar
- Small Annoying Things - With the understanding that small things can make a big difference, 3ds Max 2015 addresses up to ten minor workflow obstacles identified as high priority by customers. Among these are the ability to preserve UVs for Inset Polygons; the ability to slide partials loops in Swift Loops; and adaptive viewport navigation for smarter zooming, panning, and orbiting. Customers can suggest their own workflow improvements and vote on current suggestions using the Small Annoying Things forum.

What's New in Scene Management:
- Combined Scene Explorer / Layer Explorer - Dealing with complex scenes is now easier, thanks to new layer-management features within Scene Explorers that help artists and designers better organize data. In addition, a number of other enhancements have been made to the usability of Scene Explorers, contributing to an overall productivity improvement for scene management. Highlights include support for docking and Workspaces, and customizable quad menus.
- State Sets Improvements - State Sets have been improved to accelerate performance, enhance usability; and to streamline interoperability workflows between 3ds Max and Adobe Photoshop and Adobe After Effects software.

What's New in Scripting:
- The 3ds Max Python API provides a bridge between MAXScript and Python libraries and Python tools. You can execute Python scripts from MAXScript and the 3ds Max command line. The Python SDK is built on top of the 3ds Max C++ SDK, and you can access a subset of the 3ds Max API from Python scripts, including the ability to evaluate MAXScript code.

What's New in Data Exchange:
- IGES Export - Export to IGES files has been upgraded to use a new exporter that converts objects to Body objects before exporting them.

What's New in Modeling:
- Placement Tool - Artists and designers can now more easily position and orient content relative to other content within their scenes, with new Placement tools that feature intuitive auto-parenting and aligning behaviors. Objects can be moved along the surfaces of other meshes as though magnetically attracted and quickly rotated to the desired orientation as part of the same operation.
- Quad Chamfer - Modelers can use the new Chamfer modifier to create quadrilateral-based chamfered or beveled edges between two surfaces. This can help eliminate pinching, and produces better results when used in conjunction with the TurboSmooth modifier. Quad-based chamfering is also newly available in the Editable Poly object.
- Point Cloud - The Point Cloud feature lets you create precise, three-dimensional models from real-world references by importing large datasets captured from reality as point clouds. 3D modelers can view point clouds in true color in the viewports, interactively adjust the extent of the cloud displayed, and create new geometry in context by snapping to point-cloud vertices.

The Point Cloud toolset consists of the following components:
- Point Cloud object
- Autodesk Point Cloud material
- Autodesk Point Cloud shader
- Point Cloud vertex snapping

What's New in Character Animation:
- Populate - The powerful Populate crowd animation feature set now offers increased artistic control, better realism, and improved usability. Designers and artists can give their characters more convincing walking, jogging, passing, turning, and seated behaviors; control more aspects of how their characters are generated to influence the outcome; save textures for customization, sharing, and network rendering; and bake animation for editing and export. In addition, studios can customize Populate through exposure of the functionality in an SDK (software development kit).

What's New in Particle Flow:
- Particle Flow User Interface - An updated UI for the Particle Flow Graph Editor offers a closely unified experience with using the Slate Material Editor.

What's New in Hardware Shading:
- ShaderFX Editor - Game artists and programmers can now easily create advanced HLSL viewport shaders with the ShaderFX real-time visual shader editor. Shader networks are created by connecting different nodes together using an intuitive click-drag workflow; artists can select from a powerful array of floating-point values, mathematical operations, texture maps, normal maps, and color nodes. The resulting materials, even those with animated values, can be visualized in real time in 3ds Max viewports. An advanced mode enables more technical artists to drill down deeper into the inner workings of each basic node. With this feature, artists and programmers can design shaders that match those of their game engine. Using your game assets and textures inside 3ds Max viewports is now made easier.

What's New in Cameras:
- Stereo Camera - Artists and designers can now create more engaging entertainment content and design visualizations with the addition of a new Stereo Camera feature set. Exclusively available through the Autodesk Exchange application store (apps.exchange.autodesk.com), the Stereo Camera plug-in (available in English language only) enables artists and designers to create stereoscopic camera rigs. Multiple display modes offer left eye, right eye, center, or anaglyph views in Nitrous viewports, while in-scene 3D volumes help with the adjustment of valid stereo zones. In addition to a passive stereo viewing mode, customers with a recent AMD FirePro™ graphics card and a supported HD3D Active Stereo monitor or equivalent can take advantage of Active Stereo viewing.

What's New in Rendering:
- ActiveShade Improvements - ActiveShade preview renderings now support the NVIDIA mental ray renderer, in addition to the NVIDIA iray renderer and scanline renderers previously supported. With ActiveShade, artists and designers can see the effects of changing lighting or materials interactively, helping them more easily refine their work—the ability to match the final renderer helps artists more accurately preserve creative intent. For both iray and mental ray, interactive updates are now faster, while viewport navigation and switching, adjustments to light parameters, and certain other scene changes—creating, moving, or deleting objects—are captured more frequently, offering finer grain updates.
- The iray renderer now supports Rendering Elements Separately.
- The String Options rollout lets you enter options as you would in a iray MI file.
- The iray renderer now supports the Blend material, and support for map types has been improved.
- State Sets can help manage rendering as well as interoperability between 3ds Max and Adobe Photoshop and Adobe After Effects software. They have been improved to accelerate performance, enhance usability, and to streamline the interoperation with the Adobe applications.

What's New in Viewports:
- Accelerated Viewport Performance - Working in 3ds Max viewports is faster; a number of improvements accelerate navigation, selection, and viewport texture baking, resulting in greater interactivity, especially with dense meshes and scenes with many texture maps. In addition, antialiasing can now be enabled with minimal impact on performance—so artists and designers can work in a higher fidelity environment without sacrificing speed.

What's New in Help:
- Help is now published in a new format, consistent with the help for other Autodesk applications.

Autodesk 3ds Max 2014 16.0

Vector map support:
- Get new support for vector maps

Populate crowd animation:
- Generate believable human motion.

Augmented particle flow system:
- Create better physical simulations in less time.

Improved viewport performance:
- Get better interactive and playback performance.

DX 11 viewport rendering:
- 3ds Max now supports DirectX 11 shaders.

Perspective Match:
- Place CG elements into photo backgrounds.

2D Pan and Zoom:
- Pan and zoom without affecting camera position.

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