• mRigids Rigid-Body Dynamics – is the first module released in the new MassFX unified system of simulation solvers. With MassFX, artists can leverage the multi-threaded NVIDIA PhysX engine to create more compelling, dynamic rigidbody simulations directly in 3ds Max viewports. MassFX supports static, dynamic, and kinematic rigid bodies plus a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear. Animators can more quickly create a wide range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties such as friction, density, and bounciness is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as needed.
• iray Renderer – is a newly integrated rendering technology from mental images. The iray renderer enables you to set up your scene, click Render, and get predictable, photoreal results without worrying about rendering settings - just like a point-and-shoot camera. Artists can focus on their creative vision as they intuitively use real world materials, lighting, and settings to more accurately portray the physical world; iray progressively refines the image until you reach the level of detail you desire. The iray renderer works with standard multi-core CPUs; however, NVIDIA CUDA-enabled GPU hardware will significantly accelerate the rendering process.
• Single-Step Suites Interoperability – is invoked with the "Send To" feature. You can seamlessly leverage the focused toolsets in the 3ds Max Entertainment Creation Suites, with new single-step interoperability between 3ds Max and Mudbox, MotionBuilder, and the Softimage Interactive Creation Environment (ICE).
• Enhanced UVW Unwrapping – features numerous enhancements, including a streamlined, reorganized, iconified modifier interface, revamped toolbars and new rollouts that provide icon-based access to many tools previously available only in menus, a new Peel toolset provides an implementation of the LSCM (Least Square Conformal Maps) method of unwrapping texture coordinates for an easy and intuitive workflow in flattening complex surfaces, new tools for transforming, flattening, and packing texture coordinates, and new grouping tools enable retaining physical relationships among related clusters
• Vector Displacement Map Support – can use vector displacement maps exported from Autodesk Mudbox. This type of map is a variation on regular displacement maps that allows surfaces to be displaced in any direction, not just along the surface normals.









Article comments
1 - The 3ds user who doesnt have an interest in maya
Just a heads up, the link on your 3ds max image links to Maya...