The following Arnold shaders are available in MAXtoA.


A guide to converting V-Ray materials to Arnold materials can be found here.

While the ActiveShade is running, material previews are not rendered because only one render session can be active in Arnold at the moment. If you stop the ActiveShade, then the material previews will be updated.

Using Legacy 3ds Max Maps in Arnold

To facilitate the rendering of old scenes, MAXtoA includes a feature to call native C++ max Maps (not Materials!) from within a special Arnold adapter shader.

This allows the use of most legacy 3ds Max Maps with MAXtoA (such as Gradient, Noise, Substance, etc.).

To do this, you must enable Legacy 3ds Max Map support in the System of the Render Setup window.


Below are some of the limitations when using legacy 3ds Max Maps with MAXtoA:

Viewport Shaders

If OSL maps are used together with Arnold Surface shaders, the textures displayed in the viewport will not represent what will be seen in the render.  This is because Arnold surfaces do not support shader fragments, which results in textures being baked before displaying in the viewport.

Third-Party Shader Support

Any third-party shaders compiled for the correct version of Arnold for Windows will work in MAXtoA. Simply place the dll and mtd files (or OSL files) into the Plugins/MAXtoA folder of your 3ds Max (or any folder in the Arnold plugin search path). Restarting 3ds Max should now show the new shaders in the Arnold section of the Material/Map Browser. Many Arnold shaders and all third-party shaders use an 'Auto-UI' feature. Shader developers can modify the appearance of the UI through metadata files or Qt.ui files as described here.

A guide to converting V-Ray materials to Arnold materials can be found here.