Autodesk releases 3ds Max 2026
Autodesk has introduced a range of updates in 3ds Max 2026, including new materials, modifiers, performance improvements, animation tools, and rendering features.
OpenPBR is now the default material in 3ds Max. This physically-based shader offers a consistent material interface across applications and supports interoperability with MaterialX and OpenUSD. OpenPBR promises an intuitive control set for a wide range of CG materials, aiming to produce physically realistic results.
The Vertex Weld Modifier has been updated to support both Mesh and Spline objects. When applied to splines, it allows the welding of open vertices—those without two connecting segments—enabling users to repair and unify splines more efficiently while maintaining editability and procedural compatibility. This change supports use cases such as cleaning up imported vector data or preparing text objects. An additional cleanup function removes dead vertices created during previous topology changes in polygon meshes.
A new feature called Preserve Stack Position has been added to the Modifier Stack Controls. When activated, this toggle enables users to return to the previously selected modifier on an object after selecting a new object, making it easier when switching between multiple objects.
The Create panel in the Command Panel now includes an Object Search Widget. Positioned at the top of the panel, this field allows users to search across all available objects. It uses the global search field’s backend to support suggestions, previously used items, and highlighted results, helping users avoid navigating through multiple tabs and drop-down menus.
Performance improvements have been made to several key modifiers. The Boolean Modifier now delivers up to 40 percent faster results when using the CARVE library, and the Array Modifier has received up to 15 percent speed improvements compared to the previous release. The Conform Modifier processes data up to 40 percent faster depending on scene complexity. The Displace Modifier can process up to 2.28 times faster. The Skin Modifier offers improved viewport performance, contributing to faster animation and timeline interactions. Processing for 3ds Max Fluids has been improved by up to 10 percent.
Updates to animation workflows include viewport performance enhancements, CAT updates, and fixes to the Biped system. Viewport interactions are more responsive due to improved multithreading and optimized hardware use. CAT now supports more stable motion layer cloning, corrected footprint node behavior, refined layer pasting, and Trackview controller selections without errant values. Several issues that previously caused crashes during Motion Editor operations and undo actions have been addressed. The Biped system now supports exact name matching when loading BIP files, preserving animation data when rigs are modified. It also supports reordering and reusing extra bones without affecting existing animations.
Three new Open Shading Language maps have been added. The Perlage Map generates randomized circular grooves resembling those found in watchmaking, including outputs for anisotropy and groove flow direction. The Flow Map Transform assists in translating 2D flow maps into a format suitable for OpenPBR’s anisotropy tangent input. Numbered File Name v2 provides improved control over image sequence playback, with frame range mapping and behavior settings for out-of-range frames.
A new spline rectangle creation mode allows users to define rectangles with three points. This method lets users create rectangles at arbitrary angles rather than aligning only to the world axes. The process involves selecting a starting corner and dragging to define the first and second edges.
Retopology Tools v1.6 has been included with 3ds Max 2026. The ReForm base algorithm has been optimized for better performance. The Flow Retopology feature, which uses cloud processing to perform retopologizing operations remotely, is now available for up to 50 jobs per calendar month. Flow Retopology can run multiple operations simultaneously and continue to process in the background while work proceeds in the application. Mesh Cleaner Modifier improvements support additional mesh cleanup tasks.
USD for 3ds Max version 0.10 now includes a Layer Editor for managing USD layers. Light linking support has been added to control light-object interactions. Class prims can now be displayed in the USD Explorer, and USD BasisCurves are viewable in the viewport. The USD plug-in is now bundled with the application.
Substance for 3ds Max has been updated to version 3.0.5, and the version of Arnold included with the release is MAXtoA 5.8.0, incorporating Arnold 7.4.0.0. New rendering features include support for transmission shadow density in the openpbr_surface and standard_surface shaders, allowing transparent materials to cast realistic shadows. The update also improves global light sampling by considering material glossiness, giving faster adaptive renders in certain lighting scenarios.
Arnold’s Cryptomatte now has an internal GPU-compatible implementation that uses less memory. This change supports higher anti-aliasing settings and improves performance in progressive and adaptive rendering modes. The triplanar shader includes a new normal_type
parameter with multiple options for interpreting surface normals, providing control over bump and displacement interactions.
Updates to Arnold’s plugin for 3ds Max include material and map support in RenderView’s Isolate Selected feature, toolbar feedback improvements, and changes to ASS export behavior. Viewport support has been added for using directional Arnold lights as camera views. Stability improvements have been made to RenderView’s launch behavior, and the default for “Abort On License Fail” has been changed to True.
Alembic procedural support now includes new motion blur control parameters to reduce sampling overhead. Volume intersection performance using OpenVDB has been optimized for multi-core systems, and grid size defaults in the uv_camera baking process have been adjusted for better speed. Improvements have been made to Alembic instancing and visibility change detection.
MaterialX support has been upgraded to version 1.38.10-OpenPBR. The new version includes enhanced support for layered materials and NPR nodes. Interoperability between Arnold and MaterialX shaders is improved, allowing direct connections between Arnold closures and MaterialX surface shaders. MaterialX OSL closures are now implemented for defining layered physical materials, including those required for OpenPBR.
OpenPBR now includes corrections to its metallic lobe behavior. A new Scene Converter preset allows users to convert existing Physical Material and Arnold shaders to the new OpenPBR format introduced in the 3ds Max 2025.3 update.
Many more improvements are included, so for more information, we recommend reading the detailed breakdown in Autodesk’s official documentation.
What a sad joke…
Check their website out, a new way to create a rectangle as one of their major improvements. Hilarious, glad I’m almost out of the software.
What will you replace it with ?
Unreal, does the job I need it for. Pleasure to use as soon as you get through the initial user interface. Not for everyone I’m sure but for some it’s worth looking into.
Unreal seems amazing for rendering ( and maybe animation ? ), but you can’t model in it though..
Depends on your line of work but Max is pants to model in anyway, most people use Rhino and import from there. I appreciate there are character modellers and others where 3dsmax trumps this.
i guess its the new AI rectangle
Still waiting for an egg spline update.
Those animation improvements, multi-threading and viewport performance gains could prove vital if they’re more than mere corporate talk, I’m actually excited to check if they’re as significant as claimed. That would be a huge boost to overall user experience.
They could take a page out of Unreal’s Metahuman book and give Character Studio Biped a significant boost, however. And improve that awful Track View, just copy Maya’s.
Sad
I’m happy about the updates. all the improvements are great. Great work to the team.
Those who are “sad” – do not forget that 3ds max updates are released not once a year, but once a quarter.
and? i saw this stance last 2-3 years. All last update since 2-3 years are minor ones. They even removed roadmap coz they cannot keep up with it. Remember there were sculpt brushes in roadmap? They’re gone. With roadmap. Lol.
As if that is a new thing. Remember service packs and how there’d be two or three before they fixed some of the new release bugs and finally incorporated the features from the beta that were too buggy to be part of the update? Nothing has changed other than having to pay more for the updates.
And what were those amazing point updates?
Exactly! and the updates should be judged as a whole of the yearly release cycle so “why so sad already” theres more updates coming for 3dsMax
Its not the quantity its the quality. I don’t want updates all year in fact i don’t want updates for two years if they are able to fix the real pending issues and shortcomings. But that wont happen, there are atockholders and shareholders and bonuses at risk.
The thing is it is easy to play both the business game and the development game together. You just need someone to take initiative to make it happen. Because it will cost Autodesk nothing to do so.
I have a list of developers right now, and if i were out in charge i would know how to make it happen without losing the company a penny and having everyone walk off happy. I will certainly cut costs on stupid shit to make up for it but nothing too substantial for Autodesk hire ups to care.
So sign my petition postal style and i will make all of you happy.
Why the hate, max is going strong, still one of the most used in the industry, just use all software for their strengths. If your dealing with massive large environment scenes like I do Blender isn’t even an option.
Hate is not about Max, I suppose most people in what used to be Max Underground have some degree of fondness for Max, I know I do.
The Hate has to do with what you are paying for nowdays, has to do also with the abusive behaviour of Autodesk, the little to no importance user voice has and the sluggish rate at which improvement comes.
A 3dsMax license is almost as expensive as a houdini Core node locked license. That Houdini lic comes with 5 Karma render lics and a houdini Engine lic( extra engine lics are $499/y ). that lic is permanent, it is YOURS, nobody can hold a project hostage. moreover if you want maitenence it only costs $995
all subsequent years (less than Max), and that is only IF you want it.
This is what all the hate is about.
3ds Max is still in the industry only because of its incredibly skilled user base and 30+ years of history. Otherwise, let’s be honest—it fell behind in the software race a long time ago.
You don’t switch to Blender because, with all due respect, you’re just too lazy. And hey, just because you’re too lazy doesn’t mean it’s not a valid option!
I’ve been using Max since version 3, and I still love it. But Autodesk’s yearly updates? Man, they feel like a joke—tiny, almost sarcastic upgrades that make you wonder if they’re testing our patience or just trolling us at this point.
I understand the hate, it’s been going for decades but Max definitely hasn’t fell behind in the software race. Blender is awesome but not so great as well (…yet. I hope)
I’m frustrated with Autodesk’s strategy, but I have no hate for Max itself. I put my bias aside and looked at things realistically.
It’s been about four years since I switched, and there’s almost nothing you can do in Max that you can’t do in Blender. In fact, there are plenty of things Blender can handle natively that Max simply can’t without plugins—like sculpting, the incredible Geometry Nodes, and more.
I’m not here to promote any software—just speaking objectively. And even after four years of fully switching, I still hope to see Max become a powerhouse again. Unfortunately, Autodesk seems to have other plans.
In this age of AI, we can’t survive on minor updates and just clinging to plugins.
Expected. Investors, CEOs and greed can turn gold into hydrogen sulfide (H2S).
You can’t complain about lackluster updates while paying so little for all the value Autodesk provides. AD really needs to increase the monthly subscription fee. Right now the stock is doing okay, but it could be doing so much better! All the companies renting 3dsmax can easily afford a higher monthly fee, especially when they jump all over the improvements this release brings. GO ADSK!
10% rise every 6 months, no-one will notice that…………….
I can’t tell if you’re trolling or not…
Just being an Autodesk team player. Buy ADSK stock! Shareholder value is king!
I used Max since it’s 3ds Dos 3 days…
I was a first taker on 3dsMax1… and waited to compare it ti AW-Maya – when 2 years later it made it.
O wrote my thesis in 1993 on 3d Animation on SGI Risk systems and Wavefront –
I built many beta dual processor Alpha NT-machines in the 90’s to use Max – and I used it for character animation in the 90’s and 00’s and 10’s for corporate productions…
As a multi-disciplinary creative I saw Macromedia Director, Flash, Softimage/XSI, Freehand, and other platforms die in the greedy hands of useless marketeers, admin, and politics… Like institutionalised useless politicians, these middle men killed the work of passionate developers into the hands of creatives…
I will not support Autodesk anymore…
I will not support career politicians, and the propogandist of world domination anymore…
I will support alternatives like Blender… and independant parties and politicians…
Max is dead to me.. becuase Autodesk and their bureaucracy killed it… _ If they admit their failure and bring a “DODGE” to their system.. I will rethink… but it is now all grifting.
Well said Jacob.
Think of the shareholders! Without them 3dsmax would have to survive on ingenuity, forward thinking design and first class tooling.
What a load of absolutely worthless crap. Is there any feature in there that will make your production life immeasurably better or more efficient? Always the mythical viewport performance improvements that no one really knows for sure.
It was always the ‘next big thing’ that was the killer for me (and the axing of perpetual licences)
Excalibur, People Power/Geppetto, Deals to develop PFlow further, MCG, Bifrost etc.
Lots of promise/roadmaps – substantial things actually delivered or matured, not so much
Probably just spinning MS DirectX updates as performance updates.
Don’t know about you but I might be using that major rectangle feature about once this year..
I would like to know how the development of 3ds Max works at Autodesk. Who decides, “Okay, we absolutely need a new Object Search Widget,” even though there are so many other areas that could be improved, which are a thousand times more important? Maybe they should clean up the mess in the unwrap modifier first.
One thing they don’t do is pay any attention to their users, that much is clear.
btw:
Good old
https://maxplugins.de
is still alive!
😀