Based on Autodesk Stingray, 3ds Max Interactive is a real-time engine that gives you tools to create immersive and virtual reality (VR) content. By combining the powerful 3D modeling and animation tools of 3ds Max with new tools for interactive experiences, 3ds Max Interactive aims to give you simple, efficient, and familiar workflows for creating engaging content. With 3ds Max Interactive, you can produce visually stunning games, architectural walkthroughs, or any other immersive, interactive experience.

Arnold for 3ds Max (MAXtoA) is included with a default install of 3ds Max, supporting interactive rendering from the interface. The installation file for MAXtoA is provided in the 3ds Max <version>\plugins\MAXtoA folder. When installed, Arnold will be an optional renderer you can choose in the Render Setup dialog. You can also download and install MAXtoA directly from the Solid Angle website.

t Scanline RendererSupports Physical Camera settings except for the following:

  • Distortion
  • Depth of field
  • Motion blur

Perspective control is supported but some settings might not respond to certain scenes.mental ray RendererSupports all Physical Camera settings.iray RendererSupports Physical Camera settings except the following:

  • Distortion
  • Depth of field
  • Perspective control  Tilt correction

    The iray renderer does support Perspective control  Shift

  • Near/far clip planes
  • Environment ranges

Quicksilver Hardware RendererSupports Physical Camera settings except for the following:

  • Distortion
  • Motion blur
  • Bokeh  Aperture Shape

    The Quicksilver renderer always uses the Circular aperture for bokeh areas of the scene.

Perspective control is supported but some settings might not respond to certain scenes.

Third-Party RenderersThe V-Ray ® renderer from Chaos Group supports all Physical Camera settings.

Other third-party renderers have the same limitations as the default scanline renderer, unless they have been explicitly coded to support Physical Cameras.

Viewport support

  • Distortion: Not represented correctly in viewports, but cubic distortion generates a viewport grid that hints at the final result.
  • Depth of Field: Viewports don’t show the bokeh shape.
  • Motion Blur: Viewports don’t show motion blur.
  • Perspective Correction: Viewports show only an approximation of perspective correction: The rendered result might differ.


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