3ds Max Design 2011 Announced!
We've now officially announced both versions of the product. If you've reviewed the details around 3ds Max 2011 already, then you know most of what is going on with 3ds Max Design 2011 because 3ds Max Design 2011 includes all the features of 3ds Max 2011 except for the SDK. 3ds Max Design 2011 has two benefits that you won't find in 3ds Max 2011 - the Exposure daylight analysis feature and current 3ds Max Design subscription users will have access in the April timeframe to the new Autodesk Civil Visualization Extension (more about that later).
Crossgrading from 3ds Max to 3ds Max Design
Until May 1st, 2010, any customer in the world with 3ds Max 2011 can cross-grade to 3ds Max Design 2011 for zero dollars (excluding any shipping/handling costs). After May 1st, 2010, the cost of cross-grading will become 10% of the SRP of the software. If you are not on subscription and are using a prior version of 3ds Max, then the cost of cross-grading will be the cost of upgrading. Contact your local reseller if you want to take advantage of this.
New product center
We've introduced a single landing page for both 3ds Max and 3ds Max Design. We hope this simplifies finding information on both versions.

3ds Max Design 2011
Key Features and Benefits
Autodesk® 3ds Max® Design 2011 software offers compelling new techniques for aggregating data, iterating ideas, bringing designs to life, and presenting the results. Delivering streamlined, intelligent data exchange workflows and innovative new modeling and visualization tools, 3ds Max Design 2011 software helps significantly increase productivity for both individuals and collaborating teams. Designers can focus on exploring, validating, and communicating the story behind their designs.
Top Features and Benefits
Quicksilver Hardware Renderer
Create high-fidelity preview animations and design dailies in less time with Quicksilver, an innovative new hardware renderer that helps produce high-quality images at incredible speeds. This new multi-threaded rendering engine utilizes both the CPU and the GPU, and supports alpha and z-buffer render elements; depth of field; motion blur; dynamic reflections; area, photometric, ambient occlusion, and indirect lighting effects along with precision-adaptive shadow maps; and the ability to render at larger-than-screen resolutions.
FBX File Link with Autodesk Revit Architecture
Receive and manage upstream design changes from Autodesk® Revit® Architecture software with the new FBX File Link. This intelligent handling of data helps reduce rework of visualizations in 3ds Max Design when original designs are revised and refined, supporting nonlinear decision making processes and facilitating collaborative, iterative workflows. Designers can also take advantage of new import options to group incoming materials, helping to optimize and simplify management of complex data sets.
Autodesk Inventor Import Improvements
Take advantage of new Smart Data workflows for your digital prototyping workflows when using Autodesk® Inventor® software. Significant enhancements have been made for importing Inventor data into 3ds Max Design: the requirement for Inventor to be installed on the same machine has been removed; solids objects can now be imported as 3ds Max Design bodies; and support for materials, surfaces, and composites has been improved.
Viewport Display of 3ds Max Materials
Develop and refine scenes in a high-fidelity interactive display environment—without the constant need to re-render—with the new ability to view most 3ds Max Design texture maps and materials in the viewport. Designers can make interactive decisions in a context that more closely matches the final output, helping reduce errors and enhance the creative storytelling process.
Modeling and Texturing Enhancements
Accelerate modeling and texturing tasks with new tools that extend the Graphite modeling and Viewport Canvas toolsets: an expanded toolset for 3D painting and editing textures within the viewport; the ability to paint with object brushes to create geometry within a scene; a new brush interface for editing UVW coordinates; and an interactive tool for extending edge loops.
Native Solids Import/Export
Non-destructively import and export surfaces and solids between 3ds Max Design and certain other applications supporting SAT files: Autodesk® Revit® Architecture software, Rhino, SolidWorks, and FormZ. Imported trimmed surfaces, solids models, and assemblies are represented as 3ds Max Design “bodies”, retaining the native mathematical description of the surface; this enables cut-aways and reveals to be represented without artifacts, and for different tessellation parameters to be used for interactive display and rendering. Bodies can even be manipulated with deformers before export back to the original application.
Google SketchUp Importer
Import Google® SketchUp™ sketching software (SKP) version 6 and 7 files into 3ds Max Design more efficiently. The enhanced SketchUp Importer supports SketchUp entities including layers, groups, components, materials, cameras, and the daylight system, and enables users to directly import SketchUp files from the Google 3D Warehouse.
Autodesk Material Library
Seamlessly exchange material data between Autodesk applications with the new Autodesk Material Library. Materials can be exchanged with other supporting Autodesk applications (AutoCAD®, Autodesk® Inventor®, Autodesk® Revit® Architecture, Autodesk® Revit® MEP, and Autodesk® Revit® Structure software) in a true one-to-one mapping—helping create a consistent definition and rendered look, and eliminating the need to rework materials after data import. Users will benefit from a familiar workflow between products and enjoy access to up to 1,200 material templates that help simplify complex scene set-up.
Local Edits to Containers
Collaborate more efficiently with significantly enhanced workflows for Containers that enable designers to layer local edits non-destructively on top of referenced content. Meet tight deadlines by working in parallel: while one user iteratively edits unlocked aspects of the container, another can continue to refine the underlying data. Multiple users can contribute changes to different elements of the same container at once, while simultaneous edits to the same component are prevented.
Slate Material Editor
Easily visualize and edit material component relationships with Slate, a new node-based material editor that helps significantly improve workflow and productivity for designers creating and editing complex material networks. The intuitive schematic framework is engineered to handle the vast numbers of materials required by today’s demanding visualizations.
Other New Features
Autodesk 3ds Max Design 2011 software also includes the following key features:
3ds Max Composite
Enhance rendered passes and incorporate them into live action footage with 3ds Max Composite: a fully-featured, high-performance, HDR-capable compositor, based on technology from Autodesk® Toxik® software.
In-Context Direct Manipulation UI
Save time when modeling and maintain focus on the creative task at hand with a new in-context user interface (UI) for polygon modeling tools that eliminates unnecessary mouse movement away from the model.
mental ray 2011
The latest version of mental ray® included with 3ds Max Design offers enhanced performance and stability.
Updated OpenEXR Image IO Plug-in
An updated OpenEXR plug-in supports unlimited layers in one EXR file and automatically stores Render Elements and G-Buffer channels to EXR layers.
Ribbon Customization
Maximize the usable workspace and focus on the features that matter most for specialized workflows with customizable Ribbon layouts.
Save to Previous Release
Manage the transition to 3ds Max Design 2011 with the option to save scene files in a format compatible with 3ds Max Design 2010.
Windows 7 Support
3ds Max Design 2011 adds Windows® 7 operating system as a supported platform.
Character Animation Toolkit (CAT) Integration
More easily create and manage characters, and layer, load, save, remap, and mirror animations, with the Character Animation Toolkit (CAT), now fully integrated into 3ds Max Design.
For a complete review of the new features and enhancements in Autodesk 3ds Max 2011, view the “What’s New” documentation on the 3ds Max family product center at www.autodesk.com/3dsmax-documentation.
The above link will take you to more information about the new extension we'll be releasing in April for 3ds Max Design subscription customers. This is the result of our acquisition of 3AM Solution's Dynamite VSP. Over the last serveral months, we've been working to create an "Autodesk" version of the plug-in. This version is basically the original version but with new 3D content (vehicles, trees, etc.).
Here's a whitepaper on the technology and a video that shows the workflow.

Experience the following benefits when you implement a civil visualization workflow:
- Ease—You don’t have to be an expert to create high-quality visualizations of civil engineering projects.
- Integration—A dynamic link between Dynamite VSP and AutoCAD Civil 3D models automates much of the visualization process as designs are updated.
- Better experience—Create animations such as drive-throughs, flyovers, and interactive simulations, and conduct physically accurate daylight studies.
- Value—Previously available for over US 4,200, the contents of the Civil Visualization Extension will now be a download available to customers with an active Autodesk Subscription contract for 3ds Max Design.
52 Comments
Gothmoth
Posted 25 March 2010 6:08 pm
Ken Pimentel
Posted 25 March 2010 6:11 pm
Gothmoth
Posted 25 March 2010 6:14 pm
dj
Posted 25 March 2010 6:28 pm
Is it 3.8? Is there any new features? And could you tell us something more about enhanced performance and stability?
Thanks
SpaceWarp
Posted 25 March 2010 6:32 pm
Ken Pimentel
Posted 25 March 2010 6:34 pm
Yes, it is mental ray 3.8. Unfortunately, I don't know the details of what you get with this. I know that we have unofficially exposed "string options" which means a lot of the hidden treasures of mr are now exposed (though still unsupported). You will not get Iray with this release of 3ds Max.
re: announcement
Yes, the fact that we announced "3ds Max 2011" several weeks ago means that you pretty much know everything.
Gothmoth
Posted 25 March 2010 6:43 pm
i remember reading here that we get it with the next max version.
Gothmoth
Posted 25 March 2010 6:49 pm
Ken Pimentel
Posted 25 March 2010 6:57 pm
No one from Autodesk has made any sort of statement about getting Iray in a future release. What we have said is that you're NOT getting it in this release because we felt that much more work would be required to get this to where it needed to be. We did not state more than this. We do not speak publicly about future releases and if something is part of it or not. Yes, mental ray 3.8 does include iray, but we chose not to ship the iray component of mental ray 3.8.
Gothmoth
Posted 25 March 2010 7:13 pm
http://area.autodesk.com/renderingr/iray
"Customers of mental ray 3.8, or applications that integrate mental ray 3.8, will have the option of exposing iray. "
wouldn´t you say that, even when autodesk did not say max will get it, that this LEAVES the IMPRESSION it will be in max 2011.
but i guess that is called PR and "getting attention"....
and when it is included, as written in this text, then i wonder why it is not in the MR 3.8 that we get with max?
that is why i wrote irays seems not to be ready for prime time.
Gothmoth
Posted 25 March 2010 8:47 pm
so 3D Max 2011 is no application that integrates MR 3.8 ?
anyway we will have have the standalone version of MR 3.8 too.
Ken Pimentel
Posted 25 March 2010 8:54 pm
I think my statement is very clear. If it isn't, then ask me questions about my statement.
Gothmoth
Posted 25 March 2010 9:52 pm
if only what i have quoted would be that clear.
cmiller3030
Posted 25 March 2010 9:58 pm
You’re not the only one disappointed with Autodesk’s decision not to include Iray in this release.
But we all know Autodesk will include it when they (Autodesk) want to. Whether it’s in 2012 or 3012.
Hey It took almost 8 years to get a node base material editor. How long have we been asking for that.
It’s not about what you want, It’s all about their bottom line. you know that.
I will be keeping my eyes on bunkspeed’s shot.( it will have Iray), and holomatix Rendition for Interactive render that works with Mr materials
milfora
Posted 25 March 2010 11:10 pm
Could you please advise if there is a new version of Backburner planned in this release?
Thanks
AM
Ken Pimentel
Posted 26 March 2010 12:00 am
Well, not sure why the grumpiness, but I'm sure we've earned it. In this particular case, we thought releasing Iray would provide a very poor user experience. My guess is that after a few weeks of using it you'd probably be telling us what idiots we were to release iray and why didn't we wait until the kinks were worked out. I think the community has been pretty clear they don't want us to do things like that. Sometimes listening to you means we have to make decisions that not all of you will agree with.
re: backburner
We ship with BB 2008 (default) and BB 2011. Use BB 2008 for existing networks to keep compatibility with prior versions of 3ds Max. Use BB 2011 for new installations where prior compatibilty doesn't matter. Not a lot of feature improvements. Supposedly more stability/performance but your experience will vary.
Borislav Petrov
Posted 26 March 2010 4:48 am
Yes, reread the announcement above, it clearly lists Composite.
Rob Geddes
Posted 26 March 2010 12:27 pm
That'll teach me to quickly scan an article.
Ken Pimentel
Posted 26 March 2010 1:34 pm
Read this: http://area.autodesk.com/blogs/ken/quicksilver_details_revealed it will answer all questions
rozpustelnik
Posted 26 March 2010 2:06 pm
PiXeL_MoNKeY
Posted 26 March 2010 3:47 pm
I don't think anything new has been unhidden, but some older ones may have been hidden. You should be able to unhide them as you always have. I have no idea what kind of problem you were having with unhiding in 2010. It should be the same as previous releases where you simply edit the .mi to have access to them the next time you launch Max/Design.
-Eric
cmiller3030
Posted 26 March 2010 3:58 pm
Grumpiness? No. not at all. Just the thoughts of a long time user of Max( since R2) and member of many forums were many many Max Wish-lists go ignored. Almost the only time Autodesk adds new functionality that we( users) really need is when they need to ramp up subscriptions or sales. And usually only after some very smart people outside Autodesk get it working and become profitable.
(Thanks npower software, Nodejoe, PolyBoost, C.A.T. ,and many others), Don’t get me wrong I appreciate that Autodesk recognizes genius and integrates it (saves my office from buying yet another plug-in)
The thing with Iray is mostly my own fault for seeing the announcement from mental ray and getting my hopes up. I thought that for once Max would be on the bleeding edge of the new rendering revolution. But I should have known better without an official announcement from Autodesk. And hey who knows Quicksilver might be great.
“until kinks were worked out” Really Ken. I completely understand it, if mental ray released Iray too late for Autodesk to implement it the way they planned to, but if and when it is, it will still have “Kinks”, Quicksilver is releasing soon and I’m sure it has “kinks”, "Active Shade" has "Kinks" and there are a lot of other “kinks” in the 3ds Max 2010 I use every day. But I search forums for solutions and find work-arounds and I’m fine. I know there is no perfect solution. But I know Max can do what I need it to do. I can live without Iray
I’ve rambled on enough. Despite what you might think I believe you guys at Autodesk are doing a good job, and this(2011) looks like a great release
I hope XBR will be useful and fun to use.
Thanks
Ken Pimentel
Posted 26 March 2010 4:13 pm
Keep the faith, and we might even surprise you now and then.
rozpustelnik
Posted 26 March 2010 5:03 pm
There is a slight difference in the way these shaders are declared in .mi file in 2010 and 2009. Nevertheless I used the Jeff Patton's method but shaders are not visible on the list.
Thanks
- Tomasz
Ken Pimentel
Posted 26 March 2010 6:16 pm
You must do this through your reseller. There is a specific cross-grade SKU that the resellers need to submit to the system. There is no one else that can do this for you that I know of.
sparwassercom
Posted 26 March 2010 10:56 pm
best regards
r.sp.
Meshbase
Posted 27 March 2010 8:40 pm
When i click in yozr 3dsmax2011 doc link, and then click on 3dsmax composite, i am landing on the maya documentation site.... you should at least warn your customers, that Maya composite and Max composite are the same.
Ken Pimentel
Posted 27 March 2010 8:43 pm
Yes, they are one and the same. We'll see if the docs can be posted on the max site to minimize confusion.
Jonathan de Blok
Posted 28 March 2010 8:33 am
Meshbase
Posted 28 March 2010 10:33 am
http://www.creativeobserver.com/img/5051_autodesk_maya_2010_maya_composite_screenshot_lg.jpg
Jonathan de Blok
Posted 28 March 2010 12:02 pm
Where do I look? I see a time-line but that's just for the current shot I think..
Jonathan de Blok
Posted 28 March 2010 12:19 pm
What I meant by shot was a single animation.. not a single frame.
If I had to make a small tv commercial consisting of 6 different animations, can I make an edit in Composite or do I need to render the shots first and put them in sequence in editor like AEF, Premiere or FC?
Samab
Posted 29 March 2010 1:23 pm
I don't know for certain, not having used Composite yet (or Toxic), but Combustion had an edit facitity, most compositors do, so I imagine this will. Though in my experience, compositors, although they can do it, make poor editors. Just like editors are poor compositors, just the basic functios are available. Editing is probably not one of the major selling poiints or strengths of it.
PiXeL_MoNKeY
Posted 29 March 2010 5:06 pm
-Eric
Samab
Posted 29 March 2010 6:57 pm
Jonathan de Blok
Posted 29 March 2010 8:01 pm
When I re-render something in max, the changes show up immediately in Premiere, without re-rendering the in-the-middle steps. And for small projects I just make the edit straight in AfterEffects . This saves alot of time and diskspace, no need for intermediate renders and changes are made quickly.
Composite looks great, esp in areas AfterEffects isn't. Now only if Composite has a simple frameserver on board that would be brilliant!
Meshbase
Posted 29 March 2010 9:58 pm
3dsmax composite or Toxik or like digital fusion or nuke or shake are designed to solve very complex node based compositions... and nothing else. You can make a lot of tweaking or correction to your file sequences, you can add some text inserts, you can combine a lot of layers buy keying or channel operations. I am used to digital fusion which lets you combine several loaders, but editing in toxic like premiere ? .... no!
I think that combustion and it's bigger brothers, flint, fire, smoke and flame and if you can afford inferno are the tools which can do both in the most professional way.
Even though i think that 3dsmax composite is a very very good tool and extension of the 3dsmax creation suite, it is this lack of editing capability that toxic wasn't a great commercial success and lead to the integration in max and maya... but i only can and do speculate on this topic.
cmiller3030
Posted 30 March 2010 5:35 am
Is there a way to activate the Mental Ray 3.8 Progressive Rendering option in max 2011?
Jonathan de Blok
Posted 30 March 2010 6:31 am
Maybe, with the exposed 'string operations' it might be doable. It worked for Maya:
http://kobayashystips.blogspot.com/2009/08/mental-ray-progressive-rendering-in.html
Meshbase: "Even though i think that 3dsmax composite is a very very good tool and extension of the 3dsmax creation suite"
For sure! And it's always nice to have new options. Especially for complex composting jobs Composite looks like to be more friendly and faster compared to Aef.
Jonathan de Blok
Posted 30 March 2010 8:34 am
http://www.youtube.com/watch?v=fBj7X70pDTA
Meshbase
Posted 30 March 2010 10:02 am
2. Won't Quicksilver perhaps do an even better job?
Meshbase
Posted 30 March 2010 10:43 am
Ken Pimentel
Posted 30 March 2010 2:28 pm
PiXeL_MoNKeY
Posted 30 March 2010 5:46 pm
Check the Maxscript Help file for a sample script that exposes the included string options in Max. Progressive Rendering is one of these, but I haven't used it so I can't comment on its effectiveness.
-Eric
Ken Pimentel
Posted 30 March 2010 6:46 pm
The workflow is based on splines. Normally, these splines are imported elsewhere, but there is nothing stopping you from creating them manually. It's hard to predict which would be easier, using Dynamite without refrence data or using the new Pixelactive Cityscape tool we're shipping also (with both 3ds Max and 3ds Max Design). You may have to answer these questions yourself by trying the workflows when you get 2011.
nirsul
Posted 30 March 2010 8:56 pm
any additional info about the Pixelactive Cityscape capabilities inside max design ?
I saw their website demos but what can it do inside max other than import data ?
Regards
Meshbase
Posted 31 March 2010 1:03 am
Now while both cats are out of the box... any chance of telling us the release date?
Beginning of april.... middle of april.... end of april?
Pretty please with sugar on top ?
Ken Pimentel
Posted 31 March 2010 12:38 pm
Oh? We're supposed to ship it? I just like talking about it, don't you? Since most of you out there are on subscription, the default will be a download. Very few people will receive boxes unless they specifically requested them via their subscription center settings. We are within 10 days of shipping. I'm being vague to cover the risk of operational problems showing up at the last minute (it has happened).
PiXeL_MoNKeY
Posted 31 March 2010 3:39 pm
It does nothing inside of 3ds Max/Design. It is a separate application that can export the results to only .FBX format. That can then be imported into any application supporting .FBX, that's about it.
-Eric
dagon78
Posted 31 March 2010 6:49 pm
PiXeL_MoNKeY
Posted 1 April 2010 3:02 pm
More info about the CityScape coming with 3ds Max 2011 has been posted to the PixelActive website here: http://pixelactive3d.com/News/Blog/?postId=1021
NOTE: The GIS Import is for importation of data, not user creation. You can still build/place your own roads, buildings, props, etc.
-Eric
Meshbase
Posted 1 April 2010 10:36 pm
just my amateurish opinion!
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