First check you have the following Arnold core : > or
(tested on 3dsMax 2022).

Then simply set the ARNOLD_PLUGIN_PATH environment variable to rtoa/bin path.

In Windows 10/11 click the win button and start typing 'env' you should get an hint like 'Edit the system environment variables', clicking on that it will open 'System Properties' .. at the bottom you'll find the 'Environment Variables'. You can then add the ARNOLD_PLUGIN_PATH user variable (or system variable) pointing to the rtoa/bin folder. If the dll is not found you need to install Intel2019 redistributables (Intel64.msi) :
Intel2019 Redistributables

There's a little problem with 3dsmax in that it forces to have a 'shader' output for a node to be recognized as a material (vs map). However Arnold SDK doesn't allow to have an output like that when dealing with SSS and custom shaders so actually no one outside Arnold teams can practically make a full native material in maxtoa. Let's put it clear, - how silly is this ? 🙂 So for the time being we need to put a MapToMaterial in front of most rombo nodes before having them attached to an object. This does not affect in any way the performance of our shaders however.

Here romboReflectFlakes with a MapToMaterial. 

Scenes for 3dsMax will be available on a later time.

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