Arnold for 3ds Max 5.7.0.0

3ds Max 2025 includes MAXtoA 5.7.0.0

3ds Max 2025 ships with MAXtoA 5.7.0.0, which introduces Arnold 7.3.0.0 core.

See the Arnold for 3ds Max release notes for the full list of recently added features and bug fixes.

Progressive dithered sampling

Arnold now supports dithered samples in progressive and adaptive rendering. Dithering brings nicer noise distributions at low AA sample counts.

GPU Renderer Overhaul

A large part of the GPU renderer was rewritten using NVIDIA OptiX 8. This allowed numerous improvements such as much faster startup times and better scaling on multiple GPUs.
  • Better GPU startup time: The cold cache pre-population time is up to 14x faster than before. This means that the time to first pixel of the first few renders after an Arnold upgrade will now be significantly faster. This overhead is now low enough that we no longer do a cache pre-population step.
  • Better multi-GPU scaling: Render time scaling with multiple GPUs has been improved in scenes with many AOVs.
  • Newly supported features on GPU:
    • multiple render sessions.
    • autobump on per-face displacement shaders, previously, autobump would use the first shader applied.
    • motion blur on the sphere primitive.
    • shader parameter on skydome lights.
    • polygons edge type in the wireframe shader.
    • OSL LPE writing via debug closures.
    • image shader file wrap mode.
    • ID mode in utility shader.
    • edgelength mode in utility shader.
    • improved GPU texture filtering logic, such that there is a closer match to the CPU renderer.
    • a number of fixes have been made to the GPU color management logic such that there is a closer match to the CPU renderer when rendering multiple sessions with different color management setting.
  • Improved performance: The following production scenes show improved startup time better scaling on multiple GPUs, lower memory usage and faster rendering. The speedups and memory gains are scene dependant and are more visible on scenes with large number of textures.

Global light sampling in volumes

Global light sampling is now supported in volumes. The render time speedup when using global light sampling in volumes depends on the number of lights, but even scenes with only a few lights are faster to render.

Distance shader in reflections

The distance shader now properly handles secondary paths such as reflections.

Overlay imager

A new imager that allows you to decorate or tag your renders by printing text over the rendered images.

Improved thick curves intersector

Curves in thick mode are on average 10% faster (in some cases, more than 100% faster) and they look better in closeups.

Toon light-group AOVs

The toon shader now outputs AOVs for direct lighting from lights that have a label in their aov parameter.

More Enhancements

USD Enhancements