Arnold for 3ds Max 5.9.0 plug-in

Updates to MaxtoA since 3ds Max 2026.3 include lightweight USD instancing, a new hair scattering mode, more flexible light sampling, and other enhancements and bug fixes.

Arnold for 3ds Max (MAXtoA) 5.9.0 plug-in uses Arnold 7.5.0.0 and includes a new Inference imager, performance improvements in Global Light Sampling and in GPU volumes, and other enhancements and bug fixes.

Highlights

Performance Enhancements

Lightweight USD instancing

Arnold now renders USD instances through a lightweight instancing system that creates fewer Arnold nodes. Instancing is now more memory efficient and time to first pixel is faster, because the scene is quicker to initialize. For example, in the Intel Jungle Ruins scene, the time to first pixel is 85% faster, and the memory usage is 42% lower. usd#2459

Support for mip-mapped OpenVDB files on CPU

The volume node now accepts OpenVDB files with mip-mapped grids. The different mip-map levels are distinguished by _level_N suffixes, where N is the mip-map level. Arnold then automatically chooses the appropriate mip-map level during rendering, which gives substantial speedups in volumes with a lot of scattering (for example, clouds) in exchange for mostly small differences in look. Volumes with more mip-map levels can have larger differences in look. Users can also specify mipmap_bias on a volume node or on its instance (by declaring user data of the same name), which adjusts the automatic mipmap selection by that amount. (ARNOLD-14453, ARNOLD-15056)

You can generate mip-mapped volumes either with the Arnold API, or with kick. The Arnold API includes a new AiVolumeFileMakeLODs function. kick has a new -makevolumelods command-line flag. Both the API and the kick flag take three arguments: the input file, the output file, and the maximum number of levels to generate. The actual number of levels generated maybe lower than the number requested. (ARNOLD-16921)

wdascloud byc-cloud composition 1 composition 2 sunset clouds
original volume image image image image image
mip-mapped volume (3 levels) image image image image image
Speedup 1.5x 1.9x 2.6x 2.1x 1.8x
mip-mapped volume (6 levels) image image image image image
Speedup 2.0x 2.8x 5.2x 3.2x 2.7x

Improved GPU volume rendering performance

GPU rendering of volumes is up to 3.5x faster. (ARNOLD-8936)

wdascloud byc-cloud composition 1 composition 2 sunset clouds
image image image image image
Speedup 2x 1.12x 3.7x 3.5x 1.31x

Increased Global Light Sampling (GLS) robustness and added support for light spread

GLS is now more robust, and GLS takes the spread parameter of quad and disk lights into account. This typically reduces noise when lights have a narrow spread, or the spread is close to the light edges. We have observed up to 6x faster renders in some test scenes with especially tricky lighting. In the below back-alley scene, which has a more common lighting setup with some lights with a spread, this gives a 1.4x-faster render. (ARNOLD-13684, ARNOLD-16610 and ARNOLD-16551)

image

1.4x faster than 7.4.3

image image
7.4.3.2 7.4.4.0 (same number of samples as 7.4.3.2)

Improved performance when auto-generating or using existing TX files

Checking for existing TX files and auto-generating missing ones is now significantly faster, reducing time to first pixel when using texture_use_existing_tx or texture_auto_generate_tx. As the charts below show, speedups are most pronounced on many-core machines, particularly on Windows. (ARNOLD-13116)

image image
texture_auto_generate_tx speedup texture_use_existing_tx speedup

Faster handling of interrupted mesh pre-processing

Interrupting mesh pre-processing during IPR (by for instance moving the camera while the scene is loading) no longer causes slowdowns and wasted work. Speedups are expected to increase with core count and mesh size. We have observed savings measured in minutes. (ARNOLD-16978)

Shader Enhancements

Scattering mode for standard hair

A scattering option scattering_mode has been added to the standard hair shader. Use the approximate mode to get the previous behavior. The accurate mode can be noisier, and so takes about 10 to 30% longer to render, but delivers more realistic results, especially in close-ups, by simulating each hair as a cylinder instead of flat surface. The adaptive mode uses the accurate mode for close-up hairs and the approximate for far-away hairs, automatically balancing quality and performance. (ARNOLD-16726, ARNOLD-16852)

image image image image
approximate accurate approximate (closeup) accurate (closeup)
image
adaptive

Nearest points shader

The new nearest_points shader samples point clouds from OpenVDB points files, or alternatively, the vertices from points, curves, and polymesh nodes. The shader can output the number of points found, average distance, or an average of a custom user-data attribute from the points. (ARNOLD-15550)

image image
Nearest Points distance → RampRGB (custom) Nearest Points distance → Line → Standard Volume transparent

pointcloud_search and pointcloud_get OSL support

Support has been added for the pointcloud_search and pointcloud_get OSL built-in functions. To specify a points, curves, or polymesh node, use the node name for the point cloud name. To specify an OpenVDB file, use the format filename:grid for the point cloud name. Note: These functions are not yet available on GPU. (ARNOLD-15550)

Line shader

image image image
Line → UV Transform (screen space) Line → UV Transform (screen space) Line → Triplanar

The new line shader renders lines in various styles to create geometric patterns or brush-stroke-like textures when combined with noise and textures. You can generate complex hierarchical patterns by connecting line shaders together. We recommend using the line shader with uv_transform. (ARNOLD-14976)

image image image image

Space option in uv_transform

The uv_transform node now includes a space parameter with texture (default) and screen options. The texture mode applies transforms to standard texture UVs as before, while the screen mode uses screen UV coordinates. (ARNOLD-14976)

image image
Texture (default) Screen

compare_string shader

Arnold now has a compare_string shader that supports equals and not equals comparisons between two strings. (ARNOLD-12978)

Improved OpenPBR Surface thin film

Thin film is now more physically correct, with improved energy conservation. Note that this may produce a significant change in hue in existing assets. Note also that this change has not been applied to the Standard Surface shader, for backwards compatibility. (ARNOLD-15981)

image image
7.4.3 7.4.4

Lighting Enhancements

Increased the maximum number of samples for Global Light Sampling

The maximum number of samples used by the global light sampler is now 1024, for both GPU and CPU. (ARNOLD-16552)

Sampling mode for lights

Lights have a new sampling_mode Enum parameter which controls the type of sampling used for that light. In the default auto mode, the light is either sampled according to the global light samples render options if enabled or the local sample settings. In local mode, the light is sampled according to the light's samples and volume samples parameters, and will be sampled separately from lights that are covered by global light sampling. Local mode helps to make sure that important, hard-to-sample lights receive enough samples. (ARNOLD-13467, ARNOLD-16746)

Light blockers with negative density

Light blockers with ramps and negative density values are now supported. (ARNOLD-16338)

image image
7.4.3 7.4.4

Control whether mesh lights cast shadows

You can now make mesh lights invisible to shadow rays so that they do not cast shadows. This makes mesh lights behave like other light types, which also do not cast shadows. You use the polymesh visibility flag to control mesh light shadows. (ARNOLD-15560, ARNOLD-16803)

Bloom Enhancements

Improved bloom lens effect

The lens effects imager has improved bloom modes that can run in a fraction of a second and produce more interesting bloom effects. The new aperture bloom mode is the default mode, and procedurally mimics the bloom defined by a physical camera and you can control the size with bloom_strength, and the shape and number of spikes with aperture_blades and aperture_curvature. The other new mode, shape_file allows you to load a bloom kernel from disk. (ARNOLD-10882, ARNOLD-16614)

The simple bloom mode and its bloom_radius parameter are now deprecated. Instead, use the new aperture mode with a curvature of 1 to get a round bloom, and bloom_strength instead of bloom_radius to adjust size of bloom.

Bloom color dispersion

The imager_lens_effect node has a new aperture_dispersion parameter, which controls the amount of color dispersion when in bloom_mode aperture. Increasing the dispersion value spreads the warmer colors further apart; decreasing it makes the colors progressively cooler. The default value of 1 gives realistic dispersion. (ARNOLD-16912)

image image image image image
-4 -1 0 1 4

GPU Enhancements

Unify Gaussian filter on GPU

The GPU camera code now uses the same Gaussian filter implementation as the CPU. This provides a closer match and more consistent results between CPU and GPU. (ARNOLD-17059)

Enhanced parameter override support for GPU rendering

Parameter overrides now function consistently across both CPU and GPU, providing significantly improved robustness, especially in complex scene graphs with overrides on instanced procedurals. (ARNOLD-8663)

OIDN NVIDIA Blackwell support

The 2.3.3 OIDN upgrade brings in support for NVIDIA Blackwell GPUs, such as the RTX 50x series cards, and AMD RDNA4 GPUs. (ARNOLD-15745, ARNOLD-16201)

Reduced GPU memory usage for instances

GPU acceleration structures of instances are now compacted in order to save GPU memory. For example, in a scene with one million instances, this reduces GPU memory usage from 195 MB to 167 MB. (ARNOLD-16556)

GPU support for motion vector shader

The motion vector shader is now supported in GPU rendering. (ARNOLD-15172)

Arnold for 3ds Max Enhancements

Other Enhancements

Better backfacing normal

Interpolated normals facing away from the camera could produce darkening artifacts on low‑poly meshes. Such normals are now bent toward the view direction to prevent this. (ARNOLD-6993)

image image

Viewport instances

Cryptomatte

Render Reports

EXR metadata

kick

Imagers

Improve maketx error messages

TX conversion error message now include the target TX filename, which makes it easier to identify the cause of the error. (ARNOLD-17044)

Components

USD Enhancements

API Changes

Incompatible Changes

Bug Fixes

System Requirements