Solution:
If legacy Autodesk Materials have already been applied in a 3ds Max scene, these first need to be converted to Physical Materials using the 3ds Max
Scene Converter. (Note: mental ray-specific materials can be converted only by 3ds Max 2017-2020; later versions of 3ds Max do not include the mental ray DLLs to convert the materials completely.)
The Physical Material type will render in multiple 3ds Max render engines, including Scanline, ART, Arnold, mental ray (3ds Max 2018 and earlier) and 3rd-party renderers such as V-Ray.
Rendering Physical Materials with Arnold
After the conversion process, if the newly-converted Physical Materials do not render properly in Arnold, enable the following option in the Rendering > Render Setup menu:
- In the Render Setup dialog (F10) with Arnold as the active render engine, go to Rendering > Render Setup > Arnold > Compatibility Mode.
- Make sure the "3ds Max Maps Support" entry is picked.
- The materials should now display properly when rendering and within the Viewport.
Autodesk Common Materials in Physical Material Format
To ease in rendering in either ART or Arnold, you can download a copy of the shared Autodesk Material Library, already converted to Physical Materials, in the file attached at the bottom of this page.
Note: some browsers may rename the Physical Materials.mat file into a compressed .zip file, such as "Physical Materials.zip" or "Physical Materials.mat.zip." When unzipping this file, it may show an error saying, "invalid .zip archive."
If this happens, either rename the .zip extension to .mat or delete the additional ".zip" extension, and then load the .mat file into the 3ds Max Material Editor.

Test image rendered in Arnold with Physical Materials converted from the shared Autodesk Material Library.
Add Autodesk Common Material bitmaps to the 3ds Max asset paths
The Autodesk Material Library depends on bitmaps installed with a variety of Autodesk products, such as Revit, AutoCAD, 3ds Max and others. These bitmaps are located in C:\Program Files (x86)\Common Files\Autodesk Shared\Materials\Textures folder.
This folder contains a variety of sub-folders; the bitmap assets are in the folders marked 1, 2 and 3, in the \mats folders inside. Each "number" folder contains identically-named bitmaps; the only differences between them are the image resolution. The "1" folder contains low-resolution bitmaps; "2" contains medium-resolution versions, and "3" contains the highest-resolution images.
To use the Autodesk Physical Materials library properly, add the "3" folder to the 3ds Max User Paths:
- In 3ds Max 2020-2023, go to Customize > Configure Project Paths > External Files.
- Click the Add button, then browse to C:\Program Files (x86)\Common Files\Autodesk Shared\Materials\Textures\3\mat and add that folder path.
- When finished, click on OK.