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" }