My way of doing this in 3ds max 2009/2010/2011/2012 32bit.
As I think it is more shorter and much more efficient way using V-Ray 2.2
Render Setup:
Method 1. V-ray Dirt.
For this method you need Vray renderengine, at least v1.50.
Set your renderengine to Vray.
Go to Vray Global Settings rollout, and disable Lights and Default Lights by unchecking the tickbox next to it. (very important, results are wrong if you don’t).
Open the Adaptive Subdivision image sampler tab, and set the Max rate to 1 instead of 2, for a speed increase without noticeable quality loss.
Create a white standard material. Add a VrayDirt map into the self-illumination slot.
Go to the Vray Global Settings rollout, and enable the override material tickbox. Drop an instance of your material into the slot that became available. (this step is optional, you can also assign your material to your object the standard way).
Render a VrayCompleteMap element to texture. (if you do not use the Vray-specific completemap, Max will crash as soon as you hit render, keep this in mind).
This method is actually the fastest one I know. It’s not really accurate however, since it’s not full occlusion as it only looks at geometry and doesn’t do any raytracing like the previous methods. I think it’s one of the most straightforward ones to render, yet you still have all the extra control over quality that Vray offers.
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Method 2: Vray Irradiance Map.
This one also requires Vray. It’s quite difficult and long to set up compared to other methods.
Set your renderengine to Vray.
Go to the Global Settings rollout and disable Lights and Default Lights by unticking the tickbox next to it.
Open the Adaptive Subdivision image sampler tab, and set the Max rate to 1 instead of 2, for a speed increase without noticeable quality loss.
In the Environment rollout, enable the GI environment override by checking the tickbox. Change the color from the default lightblue to pure white by clicking the color.
In the Indirect Illumination tab, turn on Indirect Illumination by checking the tickbox.
Set the secondary bounces GI engine to none by selecting this option from the dropdown.
Open the Irradiance Map rollout, and change the preset to Low.
Check the “show calc phase” tickbox so you have something to look at during rendering and can judge progress.
Change the Hsph. subdivs value from 50, to 30.
Finally, enable the Detail Enhancement setting by checking it (without this, the renders are useless).
All these settings determine quality, play around with them to find out what works. Medium together with detail enhancement is my preferred method for final quality.
Now, create a white material. Nothing else to change except for the color.
Go to the Vray Global Settings rollout, and enable the override material tickbox. Drop an instance of your material into the slot that became available. (this step is optional, you can also assign your material to your object the standard way).
Render a VrayCompletemap element to texture. (not a standard Completemap or it will crash).
This method is my preferred way for full quality renders. A huge advantage is that it actually takes normalmaps into account when rendering your AO, making for much more correct AOmaps.
It is however slower than all the others, yet allows full control over pretty much everything. Unlike the scanline and MR methods, you can change every setting. This method is also not limited to using Irradiance Map as the primary bounce engine, you can try and use other ones just as well, there’s a lot of stuff there to use.
Over All a I prefer to use VrayShadowMap instead of VrayCompleteMap.
Now !
One AO texture for every Object (Building) without losing the detail of texture that I UVW mapped/tiled, or so. The best is to map seamless texture because of tiling. How to create seamless texture is another story (easy).
Load the baked AO texture (TGA, BMP, JPG what ever) in to the Adobe Photoshop (CS3,4,5,6) ( you don't need to be experienced Photoshop artist here)
Unlock the layer by double clicking on it then name if you wish and hit ok.
Go to the menu find Image > Click Calculations and window will open.
In that window find Blending drop down menu and Chose "Add". Play with Offset values from -200 to 200 what ever suits your needs.
Before hitting OK< check that Result goes in New chanel. That will be alpha channel. Now hit OK.
Go to the Channels tab in Photoshop and disable RGB then make Alpha visible and select.
Go to the main menu bar and find - Image > Adjustments > Invert. Or just Ctrl+I. This because Alpha Black is invisible and Alpha white is complete visible. everything between is semi-transparent.
Now nearly done. Make Alpha invisible and turn on RGB.
Save the texture as DDS using Nvidia Plugin. In the Save Options window tick "Save Flipped Vertically" make sure it is DXT5 RGBA Hit OK.
Now 3ds MAX !
Open the material Editor, go to your texture slot with FlightsimX material and in the "Flight Simulator Extended Params" tab find "Other Texture Info" box. There is a button for detail map where your baked Ambient Occlusion goes.
You won't see it the viewport and no Render will make it visible for you, but as soon as you've saved the X file open it in MCX.
Enjoy your ambient detail.
To make this tutorial easier to follow - print it out and keep in front of your eyes or use 2nd screen if you have.
Any Questions just PM, as I wont follow this thread