Here’s how to use the 3ds Max object ids for a simple Object ID AOV.
And here’s the material (aka shader tree) that writes the AOV. Use a text editor to save this as Arnold Scene Source (.ass) file, and then import it into 3ds Max (like I did in the video).
An ASS file is a plain-text file.
### exported: Thu May 21 07:53:19 2020
### from: Arnold 6.0.3.0 [991b08e9] windows icc-17.0.2 oiio-2.2.1 osl-1.11.0 vdb-4.0.0 clm-1.1.1.118 rlm-12.4.2 optix-6.7.0 2020/04/17 09:11:12
### host app: MAXtoA 4.0.4.36 (2021) 3ds Max 23.0.915.2021
aov_write_rgb
{
name /Write_Object_ID_AOV
aov_input /gBufID_Switch
aov_name "object_id"
declare nodeName constant STRING
nodeName "Material #43"
}
switch_rgba
{
name /gBufID_Switch
index /gBufID
input1 1 0 0 1
input2 0 1 0 1
input3 0 0 1 1
}
user_data_int
{
name /gBufID
attribute "gBufID"
}












