Set the Intensity of the lights to a low value (because of their quantity) and set the Hotspot Parameter to the minimum value with the Falloff Parameter at a higher amount. Leave the shadow type to the default type (Ray traced) and click Render. You should get a result like this (Fig.14).
As we are not using GI and Final Gather for this render, to get a better result we'll blend a few passes in Photoshop. Take Fig.14 as one of the passes, but for the smooth GI simulation and perfect shadow settings we will use another method.
Press F10 to reach the Render Panel. Click on the Processing tab and check the Enable option under Material Override section. Click the material and select mental ray material from the list. Open the material editor and drag the override material to an empty slot. Select the Surface map and assign an Ambient/Reflective Occlusion to its map channel. These settings will help you get a clear pass for the missing GI. There's a Samples parameter which could be set to 16 or 32 for test renders, 512 or 1024 for final renders. Check out the settings in Fig.15.
Let's render with the parameters set as above. We will get a result like this (Fig.16).
As we are about to blend the passes in Photoshop, we will also need an image for masking. For this, select the whole car and assign a solid black material with the background image set to white. Render the image, save it as the third image and keep in mind that all of three passes should have the same aspect ratio, size and sample quality (Fig.17).
Alright now we're done in Max. Open Photoshop and open the three images we just rendered in 3ds Max. The way we are about to blend these images is a very great technique but not a unique one. I mean you might blend them in your own way, if you just get the idea and basic knowledge about this stuff. Open the second pass, the image we got from material override (Fig.18).