Autodesk 3DS MAX 2024.1 Crack & Serial Key Latest Download

Autodesk 3DS MAX 2024.1 Patch & License Key {100% Working} Full Download

Autodesk 3DS MAX Crack & Serial Key {Updated} Free Download

Autodesk 3DS MAX 2024.1 Crack is 3D modeling and rendering software for design visualization, games, and animation that offers rich and flexible tools for creating high-end designs with full artistic control. You can create huge in-game worlds, view high-quality architectural renderings, model highly detailed interiors and objects, and bring characters and features to life with animations and visual effects.

Autodesk 3DS MAX 2024.1 License Key has a built-in Arnold renderer that delivers a rich experience and can handle your most complex characters, scenes, and effects. You can save time with centralized authoring tools for interactive light mixing, color correction, and lens effects in the rendered image. Plus, you can work faster with a friendly user experience and intuitive controls, repeating and producing high-quality renderings and variations faster.

Autodesk 3DS MAX 2024.1 Patch lets you evolve your workflow through automation, allowing you to devote more time to your creativity. Use it as a compute engine to scale content production, extend integrated workflows with accessible APIs, and accelerate manual steps to increase productivity.

Autodesk 3DS MAX 2024.1 Key Features:

Modeling and texturing:

  • Spline workflows: Create and animate geometry in several intuitive ways with enhanced spline tools.
  • Open shading language support: Create or use pre-existing procedural OSL maps with supported renderers.
  • Chamfer modifier: Create the best procedural edge modeling details with simple and precise tools.
  • Automated retopology and mesh repair: Automatically optimize high-resolution model geometries to create clean quad-based mesh geometries.
  • Material, texture, and color editor: Apply final materials, change textures, and use vibrant colors to make your designs photorealistic.
  • Smart Extrude: Extrude faces of 3D objects interactively. Automatically rebuild and stitch adjacent faces.
  • Mesh and surface modeling: Create parametric and organic objects with polygons, subdivision surfaces, and spline-based modeling functions.
  • Baking to texture: An efficient, intuitive, and fully scriptable texture cooking experience.
  • Weighted normals modifier: A built-in normal weight calculator that can be directly applied to 3D models allows you to create accurate designs.

Animation and effects:

  • 3ds Max Fluids: Create realistic fluid behavior like water, oil, and lava and mimic the effects of gravity and impact.
  • Character animation and rigging tools: Create procedural animations and character rigging with CAT, biped, and crowd animation tools.
  • General animation tools: Use keyframes and procedural animation tools and also view and edit animation paths right in the window.
  • Motion Paths: Preview and adjust animation paths right in the window.
  • Particle Flow Effects: Create advanced particle effects like water, fire, spray, and snow.
  • New plugins: Access hundreds of cutting-edge third-party plugins from its large community.


  • Brilliant Viewport: Reduce design interaction with render-quality window previews, showing PBR content and camera effects in real-time.
  • Arnold for 3ds Max: Use Arnold GPU Renderer to see changes in the scene in real-time, including lighting, materials, and camera.
  • Activeshade viewport: An interactive rendering experience that lets you view your scene with near-finish rendering quality as you work.
  • Physical Camera: Simulate actual camera settings such as shutter speed, aperture, depth of field, exposure, etc.
  • 3ds Max Batch: Leverage the power of 3ds Max for automation by using 3ds Max as a true command-line tool.
  • Scene Converter: Seamlessly and consistently change materials, lights, cameras, and presenters from one to another.

Workflow and pipeline:

  • Improved pipeline tools integration: A smooth, high-quality experience with the added flexibility of a heartbreaking field of view.
  • Alembic support: Alembic version 1.7 now supports instances, allowing files to be considerably smaller while retaining their original complexity.
  • Modern UI and workspaces: Create your own personalized workspace with a more modern, responsive, high-resolution user interface.
  • CivilView workflow: Automatically fills in parametrically generated details such as animated vehicles to suit your surroundings.
  • Autodesk Viewer workflow: Share models and review comments online with Autodesk Viewer directly from the 3ds Max interface.
  • Software security: Use Safe Scene Loading to protect your work from potentially dangerous scripts that could be part of the scene files.

Design visualization:

  • Embellishments: Activate enhanced keys such as materials, lighting, and textures for photorealistic images.
  • Import capabilities: Import data from anywhere, using CAD and BIM data directly or to refine the details of your 3D designs.
  • Physically-based lighting: Simulate an artificial light source to accurately describe how light and shadows will interact with your design.
  • Interactive rendering: View and make edits to your scene with near-finish render quality in the render frame window as you work.
  • High-quality imagery: Powerful tools give you built-in rendering power to create the highest-quality photo-real visualizations.
  • Transform technical to visual: Rich and powerful tools let you model high-end architectural designs with artistic control.

Games and entertainment:

  • Powerful scene modeling: Easily model places, people, or items with fast spline and poly modeling workflows.
  • Stunning characters: Create procedural animations and character rigging with CAT and bipedal tools.
  • Physically-based rendering: Iterate quickly and see the near rendering quality of your game assets right in the display window.
  • Dynamic visual content: Add shadows and lighting to in-game assets with the powerful texture creation tool.
  • Customizable pipeline integration: Get tighter pipeline integration with support for Python 3.

What’s new in Autodesk 3DS MAX 2024.1?

(Released on 17-05-2023)


  • Resolved an issue with the Morpher modifier where it was using the modifier selection instead of the channel selection. This could result in scenes created in previous versions of 3ds Max having their Morpher data not playback as expected. This fix will also make it easier to animate blend shapes/morphs with controls through the modifier.
  • Resolved a crash that can occur when parenting a Biped Xtra Bone to a Biped Nub object. Xtras are now blocked from being parented to the nub objects.
  • Resolved a crash that could occur when objects or controllers with note tracks in the curve editor or dopesheet were cloned and then the user attempts to undo the clone action.
  • Fixed an issue with the Offset Controller where it was not updating the transform matrix caching after it was applied, which would result in its animation data not displaying correctly in the viewport. Users no longer need to use the workaround of reloading their scene or using Undo & Redo to see the animation data of the Offset Controller applied.
  • Fixed an issue where when the user is driving the vertex deformation of the Skin Modifier with an animated Spline object instead of bones, the object would not update properly in the viewport when the frame changes unless the object was selected and the modify command panel was active with the Skin modifier selected. This fix is an improved resolution that was provided in a previous version of 3ds Max, but still required the listed selection workaround. The user no longer requires a special selection condition for the vertex deformation of the Skin modifier to be driven properly by splines.
  • Fixed a crash that could occur when animating a part of the Biped that uses an IK Target and your active time range does not start at frame 0. This issue occurs in the Transform Matrix cache when animation data needs to be reevaluated but the active time range does not match the reevaluation interval.
  • Resolved a crash when using a Link Constraint and its linkParams parameter.
  • Optimized the Bezier controllers and the TCB Rotation controller to be more performant when editing or setting multiple keys at one time through maxscript (such as baking keys per frame). Additional improvements have also been made to the performance of the TCB controller’s tangent reevaluation whenever a key on this controller is modified.
  • When using the Biped Dope Sheet we have resolved a crash that could occur when extending or sliding a footstep past the last footstep; as well as fixed a regression where sliding, and extending footsteps were causing crashes.
  • Resolved a crash that could occur when attempting to undo a “Delete Selected Animation” command that was applied to Biped objects, Bones, Link Constraints, and other 3ds Max objects.
  • Fixed an issue with the Curve Editor where the Isolate Curve button was not properly updating its state when active.

Color Management:

  • Color Management: Output Defaults will now filter Views based on Display as expected.
  • Fixed incorrect Color Management>Preference UI when loading OCIO files with long names (view transform etc…).


  • Fixed issue where only the first UI element associated with parameters assigned to the same controller was updated when the parameter value was changed.
  • In 2023 the functionality was added to allow environment variables to be declared in a 3ds Max Plugin Package. However, if our pipeline has some environment variable that is shared for all of our packages, we are unable to update it more than once. We now allow for the environment variable to be appended or pre-pended as many times as needed. Removing however is still blocked for variables already defined in a package.
  • Fixed issue with node name numbering when cloning nodes with a very large number (214748364765564 or greater) at the end of the node name.
  • Fixed issue with loading of application packages that specify a Components type that is not one of the predefined types. If the Components entry should not be handled due to SeriesMin/SeriesMax, no error message should be generated that the Components type is not recognized.
  • Fix crash when importing files, or doing drag and drop of file, where path name >= 260 characters.
  • Fixed issue with Viewport Selection Brackets being set to on during File / Reset.
  • Fixed a bug where custom attributes with a function that used the keyword “this” would trigger a syntax error.
  • Fix crash when saving bitmap files with path name >= 260 characters.
  • Fix crash when exporting files with path name >= 260 characters.

File IO:

  • 3ds Max will no longer send an error message to the Render Message window when right-clicking on an xref asset entry in Asset Tracker.
  • When doing SaveNodes or Save Selected, the saved scene material lib will contain only the materials on those nodes and those otherwise used (such as by Material Editor).


  • We’ve improved the performance with deep copy on some data types. We’ve also added a new flag copyAllValuesAsUnique. When set to true deep copy will use the faster legacy method. It will run faster as all values will be copied as unique and we will not check for duplicate values in a list.
  • Fixed ‘fileProperties.getNumProperties #contents’ to properly handle properties added before/after saving a scene file.
  • ignoreSSSEState: now defaults to false for safeExecute, safeReadValue, safeReadExpr.

Material Editors:

  • Optimized SME Preview caching, to avoid unnecessary rendering on nodes inside a Compound each time the Compound is opened.


  • Fixed an issue with Shell so that it will no longer incorrectly weld the UV data from the geometric data that it creates together, making non-manifold UV data. The UV data would then cause a problem with Unfold3D Peel that could result in memory consumption and 3ds Max eventually crashing. This adjustment has been versioned so that it will not affect existing scenes loaded into 3ds Max (so as to not affect any existing customer data) and will only be applied to new Shell modifiers that are applied.
  • Resolved an issue with the Boolean Modifier where a set of objects that were contained in a group were not loaded properly as an operand.
  • Resolved a crash that could occur in the Boolean Modifier if the user deleted all of the operands from the Operands List.
  • An additional fix was made to resolve a crash that could occur in the Undo/Redo stack when removing operands from the Operands List in the Boolean Modifier.
  • Fixed an issue with Volume Select where the OSL Map that it uses would not display in the viewport if the Material Editor was not open.
  • If the Path Deform spline path is smaller than the size of the Object that is being deformed, the object will no longer disappear. This fix applies to both the World and Object Space versions of the modifier.
  • Phyllotaxis distribution options now properly respect the command panel width.
  • Resolved an issue with the Boolean Modifier where having a Union operation as the very last Operation in your list, could result in vertices created from another operation done earlier in the Operands List (such as a Split and Attach) becoming unintentionally merged.
  • Non-water tight operands in a Boolean operation have a higher degree chance of causing failures with its operand, or subsequent boolean operands. To help notify the user of potential problems the UI will now display an “!” on any operands that are detected as not being watertight, to help the user know that the operand might have an issue.
  • Resolved an issue where the results of the Boolean Modifier could generate physically small elements that also had a very small number of faces. These tiny faces could create issues with subsequent Boolean operations or modifiers and as such these tiny elements are now cleaned up in the resulting Boolean Modifier output.
  • Fixed a defect in Editable Spline and Edit Spline modifier where the New Vertex Type parameter was not being respected in Create Line and Vertex/Segment Insert modes: In Create Line mode, regardless of the New Vertex Type setting, new spline vertices were being created with the Corner type. In Insert mode, regardless of the New Vertex Type setting, if the spline was originally created with the Line primitive, any inserted vertices would use the “Initial Type” specified in the Line object’s original “Creation Method” setting. If the spline was created via other methods, such as a Circle, Rectangle, or other shape, vertices created with the Insert mode would be Corner type. These modes now create any new vertices in Create Line and Insert modes according to the New Vertex Type setting.
  • When using the Array Modifiers Surface distribution options, users can now “Center By:” in the Arrange by Elements options.
  • Resolve an issue when using the Array Modifier’s Spline distribution type where the “Arrange by Elements” “Randomization” type would not randomize elements across Y and Z values.
  • Improved Normalize Spline modifier so that it will better respect the incoming spline curve data as it rebuilds the spline, eliminating unexpected results that could be generated. This fix has been versioned so that it will only apply to new applications of the Normalize Spline and not affect scenes that already utilize the modifier.
  • Phyllotaxis distribution with the Array modifier will now utilize the local pivot for the mesh.
  • Fixed a performance issue with the Array modifier when using vertex animation data contained in the source mesh.
  • Resolved an issue with the Boolean Modifier where attempting to apply several Split Operations one after another could result in an operation that does not process properly.
  • Adding Meshsmooth to a Line curve object that is not set to “renderable” in the viewport will no longer throw an exception warning to the user.
  • Fixed a small memory leak that was occurring with the Array modifiers Phyllotaxis distribution method.
  • The Boolean Modifier can now apply operations to “hollow” objects with results that meet the expectations of the user.
  • Resolved an issue with the Operand List scroll menu with the Boolean modifier where the position in the scroll window would reset after making a change to an operand that would update the UI.
  • Improved support for explicit normals retention when using the Turn to Poly, Vol. Select, Mesh Select, MaterialByElement, UVW Mapping Clear, UVW Mapping Add and Select By Channel modifiers on a Mesh class object.
  • Explicit Normals are now supported on a Mesh class object when using the Maxscript call modifiersEdit_Normals.EditNormalsMod.MakeExplicit ().
  • A bug with MNFace::Insert was fixed which could affect Specified Normals when you are adding normals due to a topology change.
  • Fixed an issue where operand objects with animation data or animated parameters could cause 3ds Max to lock up when using the Boolean Modifiers OpenVDB mode. This fix prevents 3ds Max from freezing, but the animation data of the operand will not affect the boolean.


  • Fixed a crash produced when opening a scene containing an OSL Uber Bitmap/OSL Bitmap Lookup loading a UDIM sequence.
  • Fixed Color Picker sending incorrect OnCancel() notification when pressing OK.
  • Fixed artifacts in the viewport and rendering when using OSL. The issue can happen when using OSL nodes and Legacy Bitmap in the same material tree.
  • PNG files can now be saved as 8-bit Greyscale again as expected.
  • Colors shown in the color picker now match the colors shown in the UI allowing easier customization of UI colors.
  • Viewport Canvas settings can be saved and loaded. Fixed MXS exception.

Scene Converter:

  • Fixed a possible crash when converting a scene with the Scene Converter tool, and then trying to open the Environment& Effects UI.

Viewport Transfer:

  • DoF based on Physical Camera>Custom>Focus Distance is correct in the viewport. Rendered images and sequences saved from Quicksilver and Arnold are also correct.
  • Fixed incorrect loop reset when reducing the number of materials in a Multi-Sub material applied to an object.
  • Fixed an issue with MaxScript when setting a region with ActiveShade in the viewport.

Autodesk 3DS MAX License Key & Patch {Tested} Free Download

Autodesk 3DS MAX Keygen & Activator {Latest} Free Download

How to install & activate it?
  • Disconnect from the internet and disable your antivirus protection momentarily (Recommended).
  • Extract and install Autodesk 3DS MAX 2024.1 by using setup.
  • After the installation, don’t launch the program or close it if launched.
  • Copy the crack file to the installation directory and replace it.
  • It’s done, Enjoy Autodesk 3DS MAX 2024.1 Full Version.

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