This tutorial uses our legacy tool, the Material Converter for 3ds Max. We've released a newer plugin for 3ds Max that can be downloaded below:
We have some great photoscanned ground materials in our library and in this video I'll show you how to make the most of them in 3DS Max with Arnold.
Load in a Poliigon Material as normal either manually or via the material converter.
Add in an Arnold Properties modifier via the modifier panel
In the material editor, create a new bitmap node and load in the displacement texture for the material you've loaded. (The DISP16 variation is a 16bit image and offers better detail at the expensive of memory usage. Also, be sure to load the texture in using a 1.0 gamma value.)
Drag the output from the node over to the modifier in the panel and input it into the displacement map texture slot within the Arnold Properties modifier.
Within the same modifier enable subdivision at set the iterations to a sufficient number. (Start with something like 7 or 8 and lower it to improve performance and get the compromise that works for your scene.)
Adjust the strength of the displacement via the height input.
If needed, you can watch our other video, Using Poliigon materials in 3DS Max with Arnold prior to this video.