Welcome to 3ds Max 2019.1!

By - - 3ds Max , 3ds Max Design , Arnold
5 mins
Last modification: 29 Aug, 2018

Hello! My name is David Menard, and I’m a Product Owner for 3ds Max. My job is to gather information and feedback on upcoming features and plan out how they will be executed. Today, I’m excited to present to you 3ds Max 2019.1 Update!

A viewport performance issue for scenes with many poly-meshes was discovered in the 2019.1 update release. We know that viewport performance of 3ds Max is critically important to our users, so we are happy to announce update 2019.1.1 which addresses the problem. We are grateful to our user community for pointing out the issue early, which allowed us to resolve it quickly after release.

One of our guiding principles is that 3ds Max can only be as useful as the next tool in the chain … and only as valuable as the ideas you bring to it.

That’s why this release of 3ds Max focuses on making it easier for you to develop, manage, and exchange your ideas, whether it’s via shaders, file formats, scripts, or — most importantly — your work.

What’s new in 3ds Max 2019.1 Update

Playing nice with Alembic files

As a standard exchange format, Alembic is used to interop across different DCCs. As such, we have made several improvements:

-  You can now inspect the contents of an Alembic file before adding it to your scene.
-  Alembic helper icons are resizable and can be toggled on or off.
-  3ds Max Object properties are included in Alembic export and import.
-  Custom Attributes created in 3ds Max are now included in Alembic export and import.
-  We fixed an issue with Alembic content not being rendered with Arnold.
-  Alembic objects with duplicate hierarchy/names now have unique IDs.
-  NURBS import and export now behave predictably. Note that any scene splines will be automatically converted to NURBS when exporting.
-  ... and several stability fixes.

Agents of S.H.E.I.L.D. Ghost Rider courtesy of FuseFX

OSL performance improvements: It’s now easier to see what you’re working with

-  Improved rendering performance for complex OSL shaders, especially with Scanline Renderer.
-  Improved viewport representation of OSL shaders, with native support for over 80 of the included OSL shaders.
-  Most user-created procedural OSL shaders can now be viewed in viewport.
-  Improved OSL Editor, including font customization.

Included updates from Arnold 5.1
-  Adaptive sampling gives users a streamlined way to tune images, reducing render times without jeopardizing final image quality.

-  The OptiX Denoiser based on NVIDIA AI technology is now integrated into Arnold and can be applied on the beauty pass without needing to create extra AOVs.
-  The Noice Denoiser can be run as a standalone tool or from a dedicated UI, exposed as a new tab in the rendering options.

-  The new Toon shader is included as part of a non-photorealistic rendering (NPR) solution.

-  Native Arnold ramp shaders are now available and are particularly useful when tonemapping the toon shader components.

-  The new native Alembic procedural provides maximum control and flexibility, helping to eliminate important production bottlenecks.
-  Message logging system: the target file for the Arnold messages can now be set directly from the rendering options.
-  Structured stats and profiling: render statistics and profiling info can now be output to json files.
-  Fisheye, cylindrical and spherical cameras are now available. The VR camera layout has been updated.

Scripting improvements
-  Python dictionaries now support any MaxScript value as keys.
-  Working with user-defined object properties through MaxScript now supports all value types correctly.
-  The maxVersion() MaxScript command now reports the full product version.
-  Converting a large object set from MaxScript (pymxs.runtime.objects) to a Python list is now instantaneous.

Generally making life easier
-  Switching between projects is now more manageable, with a new toolbar indicating project status, and the option to set your own defaults for switching.
-  Share your vision more easily — Shared Views now supports all bitmap types and most procedural textures.
-  Using a short MaxScript command (FBXExportSetParam “ExportAnimationOnly” true) allows you to export FBX animation data without needing to include geometry.

Bringing your ideas to life in 3ds Max 2019.1 Update
We are committed to responding quickly to 3ds Max user feedback. That’s why this release includes over 80 fixes, some of which were submitted by you – the 3ds Max user community – at 3dsmaxfeedback.autodesk.com.

A few highlights:
-  Archiving and scene file compression now supports large data sets (greater than 2GB)
-  Vault users can check large files in and out, and auto-login
-  Attaching large amounts of meshes is up to 7 times faster
-  Fixed an issue with boolean operations with multi-element meshes invalidating UV data

Check out the full release notes here!
Visit the Arnold site for more info on the MAXtoA Release Notes.
As always, we welcome your thoughts – all of them – and look forward to hearing from you.









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Published In
  • 3ds Max
  • 3ds Max Design
  • Arnold
  • 2019
  • 3ds Max
  • Design
  • Design Visualization
  • Max Script
  • MAXScript
  • Games
  • Design Visualization
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| 3 years ago
2019 Needs to sort its cloning out. The programme eventually slows right down and struggles to clone objects . This shouldn't be happening in the latest version
| 3 years ago
well, AD dont disappoint and as always SUCKS, thanks a lot !!!
| 3 years ago
Where is the fluid helpers improvements ? not a word about it , very weird, where is the video about it ? please point me the link if any
Edited by ILQM5YDh 3 years ago
| 3 years ago
Thanks !
| 3 years ago
@Gernot, we didn't forget. Don't worry, we will be doing a more collective post sometime in the future. The story with this update was more around interop (Alembic, OSL, FBX) and general improvements.
| 3 years ago
Great job! The alembic inspector is awesome! I like the continuous improvement of Alembic. It has been 5 year since we got alembic in 3dsMax 2015. Every year we have got something for alembic.
| 3 years ago
You forgot mentioning the new Fluid stuff...
| 3 years ago
thanks team