When you render to texture or “bake” a texture, you choose one or more elements to render. These elements save aspects of the rendered scene: its geometry, lighting, shadows, and so on. Some texture elements can display in shaded viewports; others require a DirectX viewport shader to view in 3ds Max.
When you add an element to render, it appears in a list in the Objects To Bake rollout. In the list, you can disable or enable rendering of that individual map, or select it to adjust which components it will include.
The available element maps are described in the sections that follow.
If the object has a Composite or Blend material applied to it, only certain elements render correctly. Which elements render correctly depend on the renderer you are using.
The default scanline renderer renders only these elements of a Composite or Blend material correctly:
The mental ray renderer renders only these elements of a Composite or Blend material correctly:
Many element maps let you choose to include or not include components of the rendered scene. When your element to render is highlighted in the list, these options appear on the Selected Element Unique Settings group.
A complete map saves most surface properties of the rendered object; specifically:
For a complete map, you can choose not to render shadows.
A specular map saves only the specular color of the object.
For a specular map, you can choose not to render lighting or shadows.
A diffuse map saves only the diffuse color of the object.
For a diffuse map, you can choose not to render lighting or shadows.
A shadows map saves only the shadows cast onto the object.
There are no unique settings for a shadows map.
A lighting map saves only the lighting cast onto the object.
For a lighting map, you can choose not to render shadows, direct light, or indirect light.
A normals map saves a color gradient that indicates the direction of normals on the surface of the object. With a normals map, Direct3D rendering can make simple geometry appear more complex.
With DirectX 8, you can view a normals map in shaded viewports by using the Metal Bump Direct3D viewport shader.
With DirectX 9, you can view a normals map in any shaded viewport.
There are two unique settings for a normals map:
A height map is a grayscale map that stores the relative height of the source object when you render with normal projection. (See Creating and Using Normal Bump Maps.) You can use the height map as a displacement map on the target object. This is a way to add detail to the edges of the low-resolution object, because edges are not affected by the normal bump map itself.
mental ray panel. In addition, when rendering with mental ray, if you're applying the height map to a standard material, apply the map as a Displacement map on the mental ray Connection rollout (unlock the map first), not on the Maps rollout. There are no unique settings for a height map.
A blend map is like a complete map, except that all its components, not just shadows, are optional.
For a blend map, you can choose not to render any of the following components:
An alpha map saves only the alpha channel of the rendered object.
There are no unique settings for an alpha map.
Use an ambient occlusion map when you want the surface information to describe how much ambient light the surface can receive. The ambient occlusion map considers the obstruction of the light by surface contours and surrounding objects. By using the ambient occlusion map when rendering, you do not need to set up special lighting, replace materials on the objects, or use with global overrides because the ambient occlusion map already accounts for these settings.
You can use ambient occlusion maps with or without a Projection modifier and for many different purposes. Use them to mask layers in Adobe Photoshop, for items such as painted edits and texture maps. Also use them as dirt maps, or as masks for reflections or specular light.

Original scene surrounded by rendered-to-texture ambient occlusion maps of the floor object
Top left: Samples=8; Spread=0.8
Top right: Samples=32; Spread=0.8
Bottom left: Samples=16; Spread=0.5
Bottom right: Samples=16; Spread=0.99

For an ambient occlusion map, you can set the following unique settings: