You can export an ASS file from Maya (with the XGen primitives) and then use an Arnold Procedural to load the ASS file into 3ds Max.
You need to add these two folders to the system environment variable Path:
- C:\Program Files\Autodesk\Maya2018\plug-ins\xgen\bin
- C:\Program Files\Autodesk\Maya2018\bin
For example, you can copy this:
C:\Program Files\Autodesk\Maya2018\plug-ins\xgen\bin;C:\Program Files\Autodesk\Maya2018\bin;
and paste it at the beginning of the current Path:
Restart 3ds Max after you do this.
Then add the MtoA procedurals folder to the Plugin Search Path:
Don’t download Arnold from your Autodesk Account.
That’s not what you need.
It’s the Arnold SDK.
You don’t need that.
You need an Arnold plugin, like MtoA or MAXtoA or C4DtoA or HtoA or KtoA or SItoA.
Get it here: https://www.solidangle.com/arnold/download/
I’ve seen several variations of this question recently. Usually there’s some confusion about “Arnold standalone” and what’s actually required on a render node.
If you rendering scene files from Maya, or 3ds Max, or some other 3d application, then you do not need Arnold standalone.
You need the 3d application (Maya, 3ds Max) and the Arnold plugin for that application (MtoA, MAXtoA).
For example, let’s suppose you want to render Maya scene files.
- You need to install Maya and MtoA on each render node.
- You don’t need Maya licenses for batch rendering, and you don’t need licenses to install Maya on render nodes.
- You need Arnold licenses, which are a separate purchase. MtoA is free and unlicensed. Arnold, however, does require a license to render without the watermark. You need one Arnold license for each render node (for you CINEMA 4D users, a TeamRender client is an Arnold render node and requires its own license).
- You need an Autodesk network license server running somewhere (not on a render node).
- You need to connect Arnold to the Autodesk network license manager, and you do that by setting ADSKFLEX_LICENSE_FILE.
It’s the same thing for 3ds Max and MAXtoA.