24 July 2024
MAXtoA 5.7.3.0 uses Arnold 7.3.3.0 and is a major feature release bringing a new OpenPBR surface shader, improvements to volume rendering, OIDN support for AMD GPUs, and many other improvements as well as multiple bug fixes.
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View Switching improved: When rending interactively in ARV, clicking in different views used to change the view of the render. This is almost never the desired behavior, and this has been removed. If switching to a different view is desired, one can just click the view and click the "IPR" toolbar button to acheive the old behavior. (MAXTOA-1685)
Improved Export: In the past, exporting to .ass file from the File menu's Export option did not allow exporting the scene options, and things associated them. Now, there is a new checkbox for exporting the scene options. (MAXTOA-448)
OpenPBR Surface: A new openpbr_surface shader implements the OpenPBR specification. OpenPBR Surface is an evolution of Standard Surface, developed in collaboration with Adobe and the Academy Software Foundation. It introduces many improvements, in particular a better sheen/fuzz model and improved metal reflectivity parameterization. (ARNOLD-13385)
image courtesy of Nikie Monteleone
standard_volume improve how light is scattered in volumes. Using those parameters can help achieve high-scattering looks with fewer volume bounces and without adding energy. (ARNOLD-14482)scatter_diffusion accelerates scattering in volumes.scatter_diffusion_roughness accelerates scattering further on anisotropic volumes and can help achieve realistic looking clouds with fewer bounces. gain and bias curves can further tweak the effect of both parameters 
Stochastic volume interpolation: The tricubic interpolation mode of AiVolumeSampleXXX() calls, such as those used by the standard_volume shader, now uses a stochastic method of interpolation that greatly reduces the amount of voxel data read in each sample call. In testing, we've seen speed ups of as much as 1.7x in certain scenes. Note that this technique does not always produce a perfectly matching image as a result, and can be toggled via the stochastic_volume_interpolation render option (default is on). (ARNOLD-3856)
Improved quality with Intel Open Image Denoise 2.3.0: The updated Intel Denoiser improves denoising quality and can produce sharper results with less artifacts on scenes with specular reflections and transmission. For more information about changes in this version, see the OIDN release notes (ARNOLD-15059).


OIDN support for Apple Metal and AMD GPU: The Intel OIDN denoiser now supports on macOS all Apple Metal GPUs (M1 and newer) and on Windows AMD GPUs using RDNA2 (Navi 21 only) and RDNA3 (Navi 3x) architectures. This allows for significantly faster denoising: on an M1 Max laptop we see 5-8x faster denoising. (ARNOLD-14855, ARNOLD-14856)
GPU Many-lights support for light linking: Arnold GPU now uses Global Light Sampling for group of lights linked to a shape. This can improve rendering performance for scenes with light linking. For example, the ALab scene now renders twice as fast when you use Global Light Sampling. (ARNOLD-15050)
GPU improved time to first pixel in scenes with many nodes: Reduced time to first pixel with Arnold GPU and scenes with many nodes. For example, we have seen a 18% improvement in time to first pixel on a simple scene with 1,000,000 instances. (ARNOLD-13652)
Motion vector AOV on GPU: The motionvector AOV is now supported when rendering on GPU. (ARNOLD-11046)
3D ramp modes: Ramp shaders have three new modes: 3d_linear, 3d_spherical, and 3d_cylindrical. These modes calculate the ramp input from the distance between the shading point and a user-defined reference point or line. (ARNOLD-15051, ARNOLD-15196)
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| 3d_linear | 3d_spherical | 3d_cylindrical |
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| worley noise (3d_spherical) | cell_noise (u) | alligator noise (v) |
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Improved AOV memory usage in non-progressive renders: Non-progressive, adaptive renders with the box filter now use less memory. Memory usage is also reduced in non-adaptive renders when using the following filters gaussian_filter, triangle_filter, sinc_filter, catrom_filter, mitnet_filter, blackman_harris_filter. For example, in a 1080p render using adaptive with AA_samples_max 50 and 6 AOVs, the memory used by AOVs was reduced from 14GB to 730MB (-96%). Note also that AOV memory usage now remains constant as AA_samples_max increases, unlike previous releases where the memory would increase quadratically. (ARNOLD-10160)
Improved efficiency of the Alembic procedural: The Alembic procedural now reads data in parallel, which optimizes initialization times of heavy Alembic files with many objects. We observed startup times going from 15 minutes to 4 seconds on a large production scene. (ARNOLD-14796)
Indirect diffuse and indirect specular parameters are now linkable in the standard_surface and openpbr_surface shaders: The indirect_diffuse and indirect_specular of standard_surface and openpbr_surface shaders now support linking of shaders. This should allow better optimization in scenarios where no indirect lighting is needed. (ARNOLD-14204)
Triplanar Nref user param: Triplanar shader now accepts an Nref user parameter, to allow specifying reference normals when in Pref mode. (ARNOLD-15063)
AOV names used for OpenImageIO subimages: Multi-part files previously used default subimage naming for layers/subimages. Arnold now uses the names of AOV outputs for the corresponding subimage. (ARNOLD-15053)
Triangle tessellation memory usage statistics grouped under polymesh memory usage: Arnold logs now list triangle tessellation and polymesh memory usage together in the peak CPU memory used and peak GPU memory consumed. (ARNOLD-15194)
ParallelFor API: A new AiParallelFor function allows API users to easily implement multithreading of work over an array without having to use a dedicated multi-threading library such as TBB. (ARNOLD-14966)
// simple example that squares all the elements in an array
void square(size_t array_index, void* data, void* payload)
{
float& value = *static_cast<float*>(data);
value = value * value;
}
std::array<float, 7> values = {1, 2, 3, 5, 8, 13, 21};
AiParallelFor(values.data(), sizeof(values[0]), values.size(), nullptr, square);
ParallelJobs API: A new AtParallelJobs class allows programs to run jobs in parallel through a parallel job scheduler. This has more overhead than AiParallelFor(), but is more flexible as it allows for dispatching jobs without needing to place all the jobs in an array. (ARNOLD-15091)
AtParallelJobs jobs;
for (size_t i = 0; i < job_count; ++i)
{
payload = create_your_payload_data();
jobs.add(payload, &callback);
}
jobs.wait();
OpenVDB preview in AiProceduralViewport: The procedural viewport preview API can now return a boundary mesh for a volume when called on a procedural containing OpenVDB volumes nodes. This is useful to render a preview of a procedural with volumes in a DCC viewport. (ARNOLD-14382)
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Shader API A new function to query whether an object is opaque or not. (ARNOLD-4919)
AI_API AI_PURE bool AiShaderGlobalsIsObjectOpaque(const AtShaderGlobals *sg);
Enum values You can now define enum values that start with a digit. (ARNOLD-15165)
const char *enum_myparam[] = { "2d_space", "3d_space", NULL };
AiParameterEnum("myparam", 0, enum_myparam);
Critical Section API Added compile guards around native_handle() references in ai_critsec.h because it no longer exists in the STL shipped with Visual Studio v17.8+ (MSVC v14.38+).
Node API - Added new API to declare an update dependency between two nodes (a dependency is when a node uses data from another node during its update). (ARNOLD-15211)
AI_API void AiNodeAddDependency(AtNode* node, const AtNode* dependency);
triangle tessellation section. You can now find the memory usage under polymesh memory usage in peak CPU memory used or peak GPU memory consumed. (ARNOLD-15194)node_update function should declare this dependency with the new AiNodeAddDependency API. (ARNOLD-14973)force_update, nodes are expected to declare dependencies on other nodes using the new AiNodeAddDependency API, to optimize scene updates (ARNOLD-14901)MAXTOA-1553 - When loading an animated USD file, there was no way to avoid rendering with motion blur. Effectively, motion blur was always on. This has been fixed.
MAXTOA-1762 - Arnold Objects now properly propagate REF_CHANGED messages to children.
MAXTOA-1779 - The "Arnold" export mode for MaxUSD was not visible in 3ds Max 2023 due to a difference in python loading behavior. This has been fixed.
MAXTOA-1790 - A crash on exit was fixed.
MAXTOA-1791 - Arnold RenderView crashes when you click a light with Light Shape Visible enabled.
ARNOLD-14779 - AtProfiledLockable not compiling on Windows in newer MSVC due to Mutex::native_handle_type
ARNOLD-15060 - Arnold should not catch C++ exceptions it did not generate
ARNOLD-15087 - uv_projection shader uses corrupt UVs for evaluating its default_color shader
ARNOLD-15121 - [GPU] crash when CUDA error has no message
ARNOLD-15122 - Crash destroying a light that is part of a light group
ARNOLD-15136 - Random hang when parallel initializing scene
ARNOLD-15269 - Output sheared in negative AA passes when using OptiX denoiser with odd-numbered render resolution sizes
ARNOLD-15277 - [GPU] crash when using shadow groups
ARNOLD-15025 - [GPU] Outdated GPU support metadata on min_pixel_width parameter
usd#1861 - Fix BasisCurves disappearing on interactive updates
usd#1927 - Fix procedural updates during interactive changes of non-leaf primitives
usd#1661 - In the procedural the subdivision meshes will use the normals generated by the subdivision algorithm instead of the normal primvar.
usd#1952 - Don't write camera aperture parameters if they're already set
usd#1902 - Fix sporadic invalid Cache ID error