Beginning with the release of Beta 2.00, 3ds Max 2017 through 2019 are supported.
The original Alpha 1.00 supports Max 2016 only and is available from the older versions download page, but it is very incomplete and feature-lacking compared to recent beta versions.
After the release of version 1.0 of this plugin I'll look into porting it to some older max versions. Until then I am focusing on delivering a stable and feature complete plugin for 2017 and later.
Yes, you can view the manual here: Manual
Windows will flag all programs that it doesn't recognize in this way. Because this plugin is not very widely used, Windows does not consider it to be a 'common' program that is known to be safe.
As long as you downloaded the plugin through a link on this site, I assure you it is safe and doesn't contain any sort of malware.
To continue past this warning and install the plugin, click 'More info' and then click the button labeled 'Run anyway'.
You will need the Blender addon that is included in this plugin's installer to export a shader from Blender. To install this component, select the 'Blender Shader Exporter' option during the install.
After the addon has been installed, you will need to enable it in Blender. To do this, open the File menu and select 'User Preferences...', then go to the 'Add-ons' tab. On the Add-ons tab, click the checkbox to enable the Cycles for Max shader exporter. You can type 'max' in the search box to make this entry easier to find in the list.
With the addon enabled, you can now export a shader. Select an object with the shader you would like to export, then go to File -> Export -> Cycles for Max Shader (.shader). This shader file can then be loaded into a Cycles Shader Graph material in Max.
Note that this addon currently supports most cycles shader nodes, but not all of them. If the exporter finds a type of node it does not support then a warning will be displayed. The shader will still export ignoring all nodes of unsupported types.
A video demonstrating this process is available on youtube here.
Yes, as of beta 1.05 motion blur is fully supported through the Physical Camera. To enable it, check the 'Enable Motion Blur' checkbox at the bottom of the camera's 'Physical Camera' rollout.
A current limitation is that motion blur is not yet supported for Max fluids. This will be addressed in a future update.
By default, any procedural (non-bitmap) texmap used in a Cycles material will be sampled as a 512x512px 8bit per channel texture for rendering.
This default resolution can be changed globally in the Texmap Options section of the Translation config panel.
To change this option per-texmap, you can use the Cycles Bitmap Filter texmap node as pictured below.
The short answer is that of all the standard Max materials, only multi/sub-object and Physical Material will work.
For the long answer, please see the Max Materials section of the manual.
A solid red render indicates the CUDA Cycles kernel failed to load. This is generally a result of incompatible hardware.
CUDA renders currently require an NVIDIA GPU with Compute Capability of 2.0 or higher. NVIDIA maintains a list of GPUs and their compute capability here: https://developer.nvidia.com/cuda-gpus
All of the information from removed questions has been added to the relevant section in the manual.