Something I learned along the way deconstructing the wildlands character workflow is how much simpler it is to bake with substance painter than it is to bake with Max or a Max based tool.
there’s no cage setup needed or anything too mundane, you simply just import the highpoly model into the project, set a minimum and maximum ray cast distance and voila a full detail Normal, AO, Position, Curvature and WSN map is created in 4096×4096 in less than 10 minutes.
Not only that, but I was having issues with the cage and smoothing groups in max, noted here in this render, the issue is obvious to me on the top of this laser sight which I was reworking the texture and bakes for.
after hours of messing around trying to find out what was wrong, I tried substance painter
the final result was much smoother and much less obvious

Following on from this I have also seen its benefits when baking anything I pull out of Marvelous designer these days as the detail of the lowpoly’s silhouette is normally incredibly high, making caged baking a much more mundane process, unnecessarily so.
It’s a really great tool and is now my go-to tool for error free, cageless baking done quick.