Purchase Autodesk 3Ds Max Software

 

December 2025 Sale!

Limited time: 5% discount on all products! Ends January 1.

Autodesk 3ds Max

Version Price & Buy
2026.2
2025.3
2024.1
2023.3
2022
2021 x64
2020 x64
2019 x64
2018 x64
2017 x64
2016 x64
2015 x64
2014 x64
2013 x32+x64
Autodesk 3Ds Max

 

Autodesk 3ds Max 2026: Professional 3D Modeling and Animation Software

Autodesk 3ds Max 2026 delivers significant updates that streamline workflows for 3D modeling, animation, and rendering. The release introduces OpenPBR as the default material standard, enhanced retopology capabilities with cloud processing, and deeper Universal Scene Description integration. Performance improvements across key modifiers and the Arnold renderer make this version a substantial upgrade for artists working on games, films, architectural visualization, and product design.

What's New in 3ds Max 2026

The 2026 release focuses on material workflow unification, modeling enhancements, and animation system stability. OpenPBR replaces traditional materials as the default shading model, providing interoperability with MaterialX and OpenUSD standards. Modeling tools now include spline support for the Vertex Weld Modifier and a three-point rectangle creation method. Animation workflows benefit from CAT and Biped bugfixes that address long-standing stability issues reported by users.

Major Feature Additions

OpenPBR surfaces as the primary material standard in 3ds Max 2026, developed through collaboration between Autodesk and Adobe. This physically-based shading model unifies workflows across different applications with support for MaterialX and OpenUSD. The material offers intuitive controls for base color, metallic properties, roughness, and anisotropy behavior. Presets for common materials like rubber, glass, and cement speed up scene setup.

The Vertex Weld Modifier now works with both mesh and spline objects, expanding its utility for geometry cleanup. When applied to splines, it welds open vertices that lack two connecting segments, which proves useful for imported vector data and text preparation. A new three-point rectangle creation mode lets artists define rectangles at custom angles instead of only world-aligned orientations. The first two points establish direction while the third determines width.

Video preview

Updates in 2026.1, 2026.2, and 2026.3

The 2026.1 update introduces the Attribute Transfer Modifier for moving various attributes between objects. Push Modifier enhancements add new transformation controls, while the XForm Modifier receives a redesigned interface with additional modes. USD for 3ds Max 0.11 brings the Promote to 3ds Max Object feature, enabling native tool usage on USD geometry. OpenColorIO updates to version 2.4.2 improve color management accuracy.

Version 2026.2 focuses on USD interoperability with the ability to send 3ds Max scene objects into USD stages. Material Switcher and Multi/Sub-Object get performance improvements through optional swatch rendering toggles. The Skin Modifier becomes more responsive when reacting to mesh changes beneath it in the stack, particularly with dense meshes or topology adjustments. Scene load times with Skin modifiers show measurable improvements.

The 2026.3 release refines existing tools with Conform Modifier enhancements that add distance parameters for the Shrink Wrap projection method. USD for 3ds Max 0.13 introduces an Asset Resolver and prim manipulation tools for duplicating, renaming, deleting, and reparenting USD elements. The Material Switcher gains animatable index support for keyframing material changes. Critical fixes restore cloth simulation behavior to match older versions and resolve Biped crashes related to twist bones.

Interface and Workflow Enhancements

A Preserve Stack Position toggle returns users to their previously selected modifier after switching objects, eliminating repetitive navigation. The Create Panel features a search widget that finds objects through keywords rather than menu browsing. This improvement remembers recent searches for frequently used objects. The Menu Editor receives category filtering that simplifies finding commands when creating custom shortcuts or quad menu configurations.

3ds Max 2026 includes numerous quality-of-life improvements that reduce repetitive tasks and speed up daily workflows for modeling, texturing, and animation work.

OpenPBR Material System

The OpenPBR material standard represents a shift toward unified material definitions across the 3D industry. Developed as an open-source project between Autodesk and Adobe, it serves as a successor to both Autodesk Standard Surface and Adobe Standard Material. Artists working across multiple applications benefit from consistent material behavior and easier asset transfers. The material appears in both Slate and Compact Material Editors with the same parameter set.

Physically Based Rendering Controls

OpenPBR follows physically-based rendering principles where materials respond to light realistically based on real-world properties. Base color defines the surface appearance under neutral lighting. Metallic values determine whether surfaces behave as metals or dielectrics, affecting reflection behavior. Roughness controls surface smoothness from mirror-like reflections to completely diffuse scattering. Anisotropy parameters create directional highlights found on brushed metal or hair strands.

The sheen parameter simulates fabric-like edge lighting seen on cloth and velvet surfaces. Improved metal reflectivity calculations maintain energy conservation, preventing materials from appearing brighter than physically possible. Normal maps integrate directly for surface detail without additional shader complexity. The material handles transmission for glass and translucent objects with a new transmission shadow density control that adjusts shadow appearance through transparent surfaces.

Video preview

MaterialX and OpenUSD Compatibility

OpenPBR materials maintain compatibility with MaterialX, an open standard for material exchange between applications. This ensures materials created in 3ds Max transfer to other tools supporting MaterialX without manual recreation. OpenUSD integration means materials embedded in USD scenes preserve their appearance across the pipeline. Artists can share assets with confidence that materials will render consistently in different software packages.

The compatibility extends to game engines and real-time rendering applications that support these standards. Materials created for offline rendering translate to interactive applications with predictable results. This interoperability reduces the technical overhead when moving between asset creation, rendering, and delivery platforms.

Material Presets and OSL Maps

3ds Max 2026 includes material presets that provide starting points for common surfaces. Rubber, glass, and cement presets demonstrate OpenPBR parameter configurations for these material types. Artists modify these presets rather than building materials from scratch. Three new Open Shading Language maps expand texturing capabilities beyond standard bitmap-based workflows.

Modeling and Retopology Tools

Modeling workflows gain flexibility through expanded modifier support and cloud-based processing options. The Vertex Weld Modifier now handles both polygonal meshes and spline objects, addressing common cleanup scenarios. Retopology capabilities expand with algorithm improvements and increased cloud processing allocations. Spline creation tools add precision for architectural and technical modeling tasks where exact angles matter.

Vertex Weld for Splines and Meshes

Vertex Weld operates on splines by merging vertices within a specified threshold distance. This proves essential for imported vector artwork, logos, fonts, and architectural data that often contain overlapping or closely-spaced vertices. Welding these vertices creates clean splines suitable for extrude, bevel, or profile modifiers. The procedural nature means adjustments remain editable without permanently altering base geometry.

For polygon meshes, the modifier removes dead vertices created during topology changes and merges nearby vertices based on distance settings. The default threshold value changed to 0.001 in the 2026.1 update for better precision. This helps optimize geometry before rigging or animation by eliminating unnecessary vertex data that can slow down deformation calculations.

Retopology Tools and Flow Retopology

Retopology Tools 1.6 updates the ReForm algorithm for faster processing when converting high-resolution scanned or sculpted meshes into clean quad-based topology. The Mesh Cleaner Modifier receives additional cleanup capabilities that remove problematic geometry before retopology operations. These tools prepare models for texturing, rigging, and animation by creating edge flow that follows form properly.

Flow Retopology processes mesh operations through remote cloud computing, allowing artists to continue working in 3ds Max while jobs run externally. Multiple retopology operations can process simultaneously without impacting local machine performance. The service now provides 50 cloud retopology jobs per calendar month, increased from the previous 30-job allocation. This represents a budget-friendly option for home, learning and hobby projects that need occasional retopology without dedicated hardware.

Video preview
Feature Retopology Tools Flow Retopology
Processing Location Local machine Cloud-based
Performance Impact Uses local resources No local performance impact
Concurrent Jobs One at a time Multiple simultaneous jobs
Monthly Allocation Unlimited 50 jobs per month

Spline Rectangle and Geometry Creation

The new three-point rectangle creation method addresses situations where geometry needs alignment to existing scene elements at arbitrary angles. The first two points establish the rectangle direction and one edge length. The third point defines the perpendicular width. This eliminates the need to create world-aligned rectangles and then rotate them to match other geometry, reducing steps in the modeling process.

Object Search in the Create Panel accelerates scene building by letting artists type object names instead of navigating category menus. The search function remembers previous queries, making frequently used objects instantly accessible. This small change significantly improves workflow speed when working with helpers, lights, cameras, and geometric primitives that reside in different menu locations.

Animation and Rigging Improvements

Animation systems receive stability fixes and performance enhancements that address user-reported issues accumulated over previous versions. CAT and Biped character animation toolsets undergo bugfixes for motion layers, footprint nodes, and controller selection. Viewport responsiveness improves through better multithreading and hardware utilization. The Skin Modifier processes deformations faster, particularly noticeable with dense meshes and complex bone hierarchies.

CAT and Biped System Updates

CAT improvements include more stable motion layer cloning that prevents data loss when duplicating animation layers. Footprint node behavior receives corrections that maintain proper positioning during animation playback. Layer pasting works more reliably, and Trackview controller selections no longer introduce errant values that corrupt animation curves. Several crashes that occurred during Motion Editor operations and undo actions have been eliminated.

The Biped system now supports exact name matching when loading BIP files, which preserves animation data when rig structures change. Extra bones can be reordered and reused without affecting existing animation keyframes. Sub-animation IK keys no longer cause crashes when set with twist bones enabled. The Remove Zero Weights tool in the Skin Modifier now properly commits weight changes, fixing an issue where adjustments reverted when selecting different bones.

Viewport Performance and Multithreading

Enhanced multithreading makes viewport interactions more responsive when working with complex character rigs and animated scenes. Core mesh and skin calculations now run more efficiently across multiple processor cores. Timeline scrubbing feels smoother, and playback maintains higher framerates even with demanding deformations. These improvements particularly benefit users working on systems without high-end graphics cards.

Viewport updates for USD lights make them visible and selectable like native 3ds Max lights. Artists can manipulate USD light positions, rotations, and parameters directly in the viewport without switching to other editors. This streamlines lighting workflows when working with USD scenes that contain light information from other applications.

Skin Modifier Enhancements

The Skin Modifier in 2026.2 responds faster to mesh changes beneath it in the modifier stack. Dense character meshes with thousands of vertices show noticeable improvement in update times when adjusting topology or modifying base geometry. This reduces waiting during iterative modeling and weight painting sessions. Scene load times benefit from these optimizations when opening files with multiple skinned characters.

Arnold Renderer Integration

Arnold renderer updates through MAXtoA versions 5.8.0 to 5.8.3.2 introduce GPU acceleration for additional features and performance optimizations for both CPU and GPU rendering. The Arnold 7.4.0.0 core brings improvements to shadow rendering, light sampling, and cryptomatte workflows. RenderView gains usability enhancements including material isolation and AI-accelerated denoising. These updates position Arnold as a more versatile renderer for both interactive and final-quality work.

Transmission Shadows and Light Sampling

A new transmission shadow density parameter in OpenPBR Surface and Standard Surface shaders controls shadow appearance through transparent objects like glass and liquids. Artists can now fine-tune how much shadow passes through transmissive materials, creating more accurate glass renders and artistic control over shadow intensity. This addresses a common request for better control over transparent object shadows.

Global Light Sampling now considers material glossiness during the sampling process, which significantly improves render quality in scenes with numerous small lights. The algorithm prioritizes sampling based on surface properties, reducing noise in glossy reflections. Adaptive rendering shows overall speedups while fixed anti-aliasing renders experience slight slowdowns due to the more sophisticated sampling calculations.

GPU Support and Cryptomatte Optimization

Cryptomatte receives a new internal implementation that adds GPU support and improves CPU performance. This ID matte generation system now consumes less memory per sample, making it practical to use higher anti-aliasing settings, progressive rendering, and adaptive sampling without running into memory limitations. GPU rendering workflows can now generate cryptomatte passes that were previously CPU-only.

Arnold GPU receives performance boosts for volume rendering and optimized global light sampling. The GPU Toon shader enables stylized rendering directly on graphics hardware. These GPU enhancements make Arnold viable for interactive look development where artists need fast iteration times before committing to final renders.

Arnold RenderView Features

Isolate Selected functionality in Arnold RenderView now works with materials and maps in addition to objects and lights. This lets artists test specific materials in context without rendering the entire scene. An interactive HTML-based render statistics viewer provides detailed performance metrics for identifying bottlenecks. Directional Arnold lights can serve as viewport cameras, previewing the light's perspective during scene setup.

The new Inference Imager provides AI-accelerated denoising and image processing capabilities that reduce render times for preview work. ASS file export improves by excluding render region data when not in use, creating smaller files. Lights in instanced procedurals now copy for each instance, properly rendering lights from instanced ASS or USD assets. Image metadata expands to include anti-aliasing samples, adaptive threshold values, and filter information.

Video preview

Arnold's updates deliver practical speed improvements and new capabilities that benefit both production rendering and interactive preview workflows.

USD Pipeline and Collaboration

Universal Scene Description integration matures substantially through versions 0.10 to 0.13, transforming from an optional download to a bundled plugin. The Layer Editor provides management tools for complex USD hierarchies. Light linking support expands lighting control within USD workflows. Later updates introduce asset resolution and prim manipulation features that reduce the need to edit USD files outside 3ds Max.

Layer Editor and Asset Management

The USD Layer Editor introduced in version 0.10 lets artists edit layer hierarchies, target specific layers for modifications, lock layers to prevent changes, and mute layers temporarily. This granular control proves essential when working with large USD scenes composed from multiple departments. Artists can work on their layer contributions without affecting upstream or downstream layers in the pipeline.

Version 0.13 adds an Asset Resolver that handles external asset path management more effectively. This addresses common issues with texture paths and referenced assets when moving USD scenes between different systems or storage locations. The resolver ensures assets remain accessible regardless of where files are opened.

Light Linking and Viewport Integration

Light linking in USD allows selective illumination where specific lights affect only designated objects. This gives artists precise lighting control for complex scenes where different elements need different lighting setups. The feature works within the USD framework, maintaining compatibility with other applications that support USD light linking.

USD lights become visible in the 3ds Max viewport starting with version 0.10, appearing as manipulatable objects like native lights. Artists select and adjust USD light properties directly without switching to separate USD editing tools. This integration makes USD lighting workflows feel native rather than requiring external editors.

Prim Manipulation and Asset Resolver

Version 0.13 enables direct USD prim manipulation within 3ds Max, including duplicating, renaming, deleting, and reparenting operations. These editing capabilities reduce reliance on external USD authoring tools for common scene management tasks. Artists organize USD scenes using familiar 3ds Max interaction patterns rather than learning separate USD-specific interfaces.

The Promote to 3ds Max Object feature introduced in version 0.11 converts USD geometry into native 3ds Max objects. This enables full access to 3ds Max modeling tools and modifiers on USD-sourced geometry. Artists can modify imported USD assets and export results back to USD, creating a bidirectional workflow between native and USD formats.

For Home Users, Learners, and Hobby Projects

3ds Max 2026 serves hobbyists, students, and home users exploring 3D modeling, animation, and rendering. The software provides professional-grade tools for personal projects without requiring enterprise-level hardware. Performance improvements across key modifiers mean older computers handle scenes more efficiently. Cloud-based Flow Retopology offers access to processing power beyond typical home systems, making it a budget-friendly option for home, learning and hobby projects.

Learning 3D Modeling and Animation

New users benefit from OpenPBR material presets that demonstrate physically-based rendering principles. Experimenting with these presets teaches how real-world materials interact with light. The Object Search widget helps beginners find tools faster without memorizing menu structures. CAT and Biped systems provide structured approaches to character rigging that guide learning through predefined skeletons and animation controls.

Retopology tools teach the importance of edge flow and clean topology for animation and texturing. Students can scan or sculpt high-resolution models and then use retopology to create production-ready assets. Understanding this process builds foundational knowledge for professional 3D workflows. The iterative nature of modifier stacks encourages experimentation since changes remain editable.

Personal Projects and Creative Exploration

Hobbyists creating game assets, 3D printing models, or personal animations find comprehensive tools for complete projects. Arnold renderer integration provides final-quality renders without purchasing separate rendering software. USD support enables asset sharing with game engines and other 3D applications. Material Switcher functionality lets artists explore multiple texture variations for a single model without duplicating geometry.

Performance optimizations make the software practical for users without professional workstations. The Boolean modifier processing 40% faster means constructive solid geometry modeling becomes more interactive. Displace modifier improvements over twice as fast allow detailed terrain and surface displacement without long waiting periods. These speed gains matter significantly on mid-range hardware where processing time directly impacts creative productivity.

System Requirements and Getting Started

3ds Max 2026 runs on 64-bit Windows 10 version 1809 or higher and Windows 11 systems. The minimum requirement calls for 4GB RAM though 8GB or more improves performance noticeably. A 64-bit Intel or AMD multi-core processor with SSE4.2 instruction set handles the computational workload. Installation requires 9GB of free disk space, and a three-button mouse provides full tool access.

Graphics hardware recommendations vary based on viewport complexity and rendering needs. Certified hardware lists provide tested configurations that ensure stability. Many users work successfully with mid-range graphics cards when rendering through Arnold CPU rather than relying solely on viewport performance. This represents pay once and keep using the software as long as you need, without ongoing hardware upgrade requirements for basic functionality.

Component Minimum Recommended
Operating System Windows 10 (1809+) Windows 11
RAM 4GB 8GB or more
Processor 64-bit multi-core with SSE4.2 Multi-core Intel or AMD
Disk Space 9GB for installation Additional space for projects

Performance Optimizations

Performance improvements across multiple modifiers and systems reduce processing time for common operations. Boolean operations with the CARVE algorithm run up to 40% faster than the previous version. The Array Modifier processes results up to 15% faster, while the Conform Modifier achieves up to 40% speed improvements depending on scene complexity. The Displace Modifier shows the most dramatic gains with up to 2.28 times faster processing.

Modifier Speed Improvements

Boolean modifier enhancements make volume-based meshing more practical for iterative design work. The 40% speed increase means artists can use booleans more freely during modeling without workflow interruptions. The Array Modifier's 15% improvement accumulates significantly when creating large arrays of duplicated objects. Conform Modifier optimizations benefit retopology and surface-fitting tasks where geometry wraps around target shapes.

Displace Modifier performance gains over twice as fast transform workflows that rely on displacement maps for terrain, organic surfaces, or mechanical detail. Operations that previously required waiting now complete near-instantly on moderately complex meshes. 3ds Max Fluids processing receives a 10% speed boost that accumulates over simulation steps, reducing total simulation times for fluid effects like water, lava, and other liquid behaviors.

Color Management with OCIO

OpenColorIO becomes the default color management system in 3ds Max 2026, providing more intuitive workflows for color reproduction across different devices and viewing conditions. OCIO version 2.4.2 brings improved accuracy and compatibility with industry-standard color pipelines. Separate settings for render output transforms now apply differently for gamma-encoded file formats versus linear formats when using OCIO modes.

This color management ensures textures and renders maintain consistent appearance from creation through final delivery. Artists working across applications benefit from standardized color handling. Network rendering receives improved color management support, ensuring render farm outputs match local preview renders. The system handles different brightness levels and viewing conditions automatically.

Modifier Stack and Search Tools

The Preserve Stack Position toggle remembers which modifier was selected before switching to a different object. This eliminates repetitive scrolling through long modifier stacks when working on multiple similar objects. The feature proves valuable when weight painting multiple characters or adjusting the same modifier type across numerous objects in a scene.