3ds Max provides a number of renderers. Each supports a particular set of materials, and has its own advantages. It is a good idea to design materials with a particular renderer in mind. The main choice is whether you want your rendering to be physically accurate.
- Arnold is the default renderer as it is an advanced Monte Carlo ray tracing renderer built for the demands of feature length animation and visual effects that features integration with 3ds Max shapes, cameras, lights, and shaders as well as a state of the art physical sky, 3ds Max ActiveShade interactive rendering that allows you to easily preview, AOV and Deep EXR support, and much more.
- Autodesk's ART renderer is a fast, physically based renderer; ideal for design visualization workflows. Its minimal settings, and fast interactive workflow in ActiveShade allow you to quickly manipulate your lights, materials and objects to see results progressively refine. ART also includes a noise filter to smooth the image and better control rendering time.
- If physical accuracy is not a concern, you can use the Scanline renderer and the Standard material along with other non-photometric materials.
- You can also use the Scanline renderer to create accurate lighting by using radiosity.
- The Quicksilver hardware renderer does not assume physical accuracy.
Note: Lights and Renderers
If you use the Standard material set, you can use Standard lights. For physically accurate rendering, use Photometric lights.