©Anton Podvalny

Table of Contents

In this chapter, we cover the more advanced render elements, which we did not discuss in the previous one. Most of them are implemented using the RenderChannelColor plugin, unless stated otherwise.


Shadow Render Elements


A common need in a Beauty Pass is the ability to control shadows. Shadows can be darkened, lightened, or recolored using the Shadow Render Elements.

V-Ray provides three render elements for shadows:

  • Shadows (VRayShadows) – A color image showing cast shadows and the diffuse component. Areas of shadow are shown as lighter in color, while non-shadow areas are dark. It is the product of multiplying the VRayRawShadow Render Element with the VRayDiffuseFilter Render Element in composite. Type: RenderChannelColor

  • Raw Shadow (VRayRawShadow) – A grayscale image showing only cast shadows with no diffuse component. It is a reverse image of shadows, where shadow areas are brighter and non-shadow areas are darker. Type: RenderChannelColor

  • Matte Shadow (VRayMatteShadow) – A grayscale image showing areas where light doesn't reach, as opposed to cast shadows. While this render element is not really a shadow render element, it can be used as a matte to soften, enhance, or tint dark areas of the scene to complement a change in cast shadows. Type: RenderChannelColor

Shadow Render Elements can be both added and subtracted at a composite level without rerendering.

Shadows can be color-corrected using Shadow Render Elements.




Shadows


Raw Shadow


Matte Shadow


Parameters

The Shadow Render Elements are accessible through the RenderChannelColor plugin. They have the following parameters:

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.


Shadows


Type: RenderChannelColor

The Shadows Render Element is a color image that can be used to lighten, darken, or tint shadows. This section gives some basic details about the Shadow Render Element and how it is used in compositing.

The Shadows Render Element works as a reverse mask for shadows. Shadows can be lightened in the composite by adding this render element, or darkened by subtracting this render pass from the final composite.

The Shadows Render Element is the product of multiplying the Raw Shadow Render Element with the Diffuse Filter Render Element in the composite.



The Shadows Render Element is useful for changing the appearance of shadowed areas in a compositing or image editing application. Below are examples of possible uses.



Shadows Render Element

Original Beauty Composite

Shadows lightened in composite using the Shadows Render Element

Shadows darkened in composite using the Shadows Render Element



Raw Shadow x Diffuse Filter = Shadows



Raw Shadow


Type: RenderChannelColor

The Raw Shadow Render Element stores information about cast shadows calculated from the lighting in the scene. It is a "reverse" image in the sense that white areas indicate shadows while black areas indicate no shadow.



The Raw Shadows Render Element is useful for changing the appearance of shadowed areas after rending in a compositing or image editing application. Below is an example of its use. In the example below, the Raw Shadows were added (plus) with the Raw Lighting Render Element.


Raw Shadow Render Element


Original Beauty Composite


Shadows lightened by adding the Raw Shadow Render Element


Unclamped Color


Type: RenderChannelColor

The Unclamped Color Render Element is a color image that shows colors and textures at their unclamped values, which can be helpful when the render itself is clamped within a particular range.

The Unclamped Color Render Element stores the image's colors and textures with colors that have not been clamped. A number of settings and parameters in V-Ray clamp (limit) colors so they fall within a particular range. This render element provides the unclamped version of the image.

This render element is useful in the compositing process for enhancing extreme colors (very bright or very dark).




Examples



Coat Filter


Type: RenderChannelColor

The Coat Filter Render Element stores reflection information calculated from the VRayMtl Coat Layer. Surfaces with the Coat Amount parameter set to 0 contain no information in the render pass and therefore render as black.

While the Raw Coat Reflection Render Element gives the full reflection of objects reflecting in the scene, Coat Filter Render Element shows how much of that reflection should come through in the composite. In other words, the filter defines the strength of the reflection, while the raw reflection channel defines what is being reflected in the image.

The Coat Filter Render Element is analogous to the Reflection Filter Render Element.



Coat Filter x Raw Coat Reflection = Coat Reflection

Parameters

The Coat Filter Render Element is accessible through the RenderChannelColor plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.


Coat Glossiness


Type: RenderChannelGlossiness

The Coat Glossiness Render Element is analogous to the Reflection Glossiness Render Element. This channel holds a float number with the value set in the Coat Glossiness parameter in the VRayMtl Coat Layer.



Coat Reflection


Type: RenderChannelCoatReflection 

The Coat Reflection Render element is analogous to the Reflection Render Element, with the main difference being that all Coat render elements can be subtracted from the main back-to-beauty composite, graded, and added back in.

The Coat Reflection Render Element stores reflection information calculated from the materials' reflection values in the scene. Surfaces with no reflection values set in their materials contain no information in the render pass and, therefore, render as black.

The Coat Reflection Render Element is formed by multiplying the Raw Coat Reflection Render Element by the Coat Filter Render Element. So, while the raw coat reflection pass gives the full reflection of objects reflecting in the scene, the coat reflection filter sets how much of that reflection should come through in the composite. The two are multiplied together to create the Coat Reflection pass, which gives a true representation of the reflection in the scene.



Coat Filter x Raw Coat Reflection = Coat Reflection


Parameters

The Coat Reflection Render Element is accessible through the RenderChannelCoatReflection plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of this render channel. The default value is ColorChannel.
  • alisas – (Int) Internal unique identifier for this channel type.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.
  • light_select_mode – (Int) The light select mode. Sets what type of lighting contribution is generated in the element
    • 0 - direct diffuse and specular
    • 1 - raw direct lighting
    • 2 - direct diffuse
    • 3 - direct specular
    • 4 - full
    • 5 - indirect diffuse and specular
    • 6 - indirect diffuse
    • 7 - indirect specular
    • 8 - subsurface
    • 9 - light path expression
    • 12 - direct diffuse shadow
    • 13 - direct specular shadow
  • light_path_expression – (String) Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
  • light_select_matte – (Boolean) If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces is captured.


Raw Coat Reflection


Type: RenderChannelCoatReflection

The Raw Coat Reflection Render Element is analogous to the Raw Reflection Render Element; the main difference is that all Coat render elements can be subtracted from the main back-to-beauty composite, graded, and added back in.

The Raw Coat Reflection Render Element stores reflection information calculated from the materials' reflection values in the scene. Surfaces with no reflection values set in their materials contain no information in the render element, which means these areas render black. When the Raw Coat Reflection Render Element is multiplied by the Coat Filter, the Coat Render Element is produced.

The Raw Coat Render Element gives the full reflection of objects reflecting in the scene, while the reflection filter Coat Filter sets how much of that reflection should come through in the composite. In other words, the filter defines the strength of the reflection, while the raw image defines what is being reflected in the image. When these two elements are multiplied, the true level of reflection is given as the Coat Render Element. Using these component parts of the reflection, you can fine-tune the reflection in your final composite.



Coat Filter x Raw Coat Reflection = Coat Reflection

Parameters

The Raw Coat Reflection Render Element is accessible through the RenderChannelCoatReflection plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of this render channel. The default value is ColorChannel.
  • alisas – (Int) Internal unique identifier for this channel type.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.
  • light_select_mode – (Int) The light select mode. Sets what type of lighting contribution is generated in the element
    • 0 - direct diffuse and specular
    • 1 - raw direct lighting
    • 2 - direct diffuse
    • 3 - direct specular
    • 4 - full
    • 5 - indirect diffuse and specular
    • 6 - indirect diffuse
    • 7 - indirect specular
    • 8 - subsurface
    • 9 - light path expression
    • 12 - direct diffuse shadow
    • 13 - direct specular shadow
  • light_path_expression – (String) Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
  • light_select_matte – (Boolean) If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces is captured.


Lighting Analysis


Type: RenderChannelLightingAnalysis

The Lighting Analysis Render Element provides visual representation of the lighting intensity in the rendered frame. It collects Illuminance and Luminance information during rendering and maps it as color gradient or a grid of measured values onto the frame.

The collected lighting information is stored in internally generated Illuminance and Luminance render channels using the respective light measurement units. Then, the Lighting Analysis Render Element simply takes the information from the selected channel and applies display modifications to it. This makes it readable with a naked eye when overlaid onto the final render as a post-effect.

During the render, the lighting analysis may display some approximation to the false-color image, but it should not be interpreted as being the final result. Once rendered, the Lighting Analysis parameters can be adjusted further and its representation can be updated without the need to re-render.



This example shows the False Colors and Grid Overlay Display modes.



Lighting Analysis Render showing Illuminance with False Colors display

Lighting Analysis Render showing Luminance with False Colors display 

Lighting Analysis Render showing Illuminance with Grid Overlay display



Parameters

The Lighting Analysis Render Element is accessible through the RenderChannelLightingAnalysis plugin.

  • name – (String) Displays the name of this render channel. The default value is LightingAnalysis.
  • quantity – (Int) Chooses which lighting information to be analyzed.
    • 0 – Illuminance (lx) – Uses the Illuminance of the rendered frame in lux. 
    • 1 – Luminance (cd) – Uses the Luminance of the rendered frame in candelas.
  • min_value – (Int) Specifies which values are mapped to blue. 
  • max_value – (Int) Specifies which values are mapped to red.
  • scale – (Int) Specifies how values are mapped to colors onto the frame.
    • 0 – Linear – The colors are mapped in linear scale. 
    • 1 – Logarithmic – The colors are mapped in logarithmic scale. 
  • dsiplay – (Int) Specifies the analyzed data display mode.
    • 0 – False colors – Fills the frame with a gradient ranging from blue (low values) to red (high values). For the out of range values uses respectively black and white.
    • 1 – Grid overlay – Displays the values at distinct grid points over the frame. They use the same grading colors.
  • grid_horizontal_spacing – (Int) Specifies the horizontal space in pixels between two numeric points on the grid.
  • grid_vertical_spacing – (Int) Specifies the vertical space in pixels between two numeric points on the grid.
  • fade_background_image – (Boolean) When enabled, it fades the rendered image, so that the grid values would be more visible.
  • draw_legend – (Boolean) When enabled, shows a legend of the false colors at the bottom of the render.


Metalness


Type: RenderChannelGlossiness

The Metalness Render Element shows areas, where a V-Ray Material, with Metalness is applied. The Metalness values are baked into an image, where black corresponds to 0 and white - to 1. The image created can be used as a metalness mask when creating PBR shaders in post-processing.



Parameters

The Metalness Render Element is accessible through the RenderChannelGlossiness plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of this render channel.
  • filtering – (Boolean) Specifies whether the image filter is applied to this channel.


Render Time


Type: RenderChannelGlossiness

The Render Time Render Element shows a floating-point number for each pixel's render time measured in milliseconds. The colors in the render element show the rendering speed as a range from black to white. The whiter the pixel, the longer the render time and vice verse. This render element works only with the Bucket image sampler. The Render Time Render Element is useful mainly for troubleshooting purposes.

The Render Time render element is always forced to be stored as a 32-bit channel when saving V-Ray raw image file (OpenEXR).




Sheen Filter


Type: RenderChannelColor

The Sheen Filter Render Element is analogous to the Reflection Filter Render Element; the main difference is that all Sheen render elements can be subtracted from the main back-to-beauty composite, graded, and added back in.

The Sheen Filter Render Element stores reflection information calculated from the materials' reflection values in the scene. Surfaces with no reflection values set in their material(s) contain no information in the render pass and, therefore, render black.

While the Raw Sheen Reflection Render Element gives the full reflection of objects reflecting in the scene, Sheen Filter RE shows how much of that reflection should come through in the composite. In other words, the filter defines the strength of the reflection, while the raw image defines what is being reflected in the image. When these two elements are multiplied, the true level of reflection is given and produces the Sheen Render Element. Using these component parts of the reflection, you can fine-tune the reflection in your final composite.




Sheen Filter x Raw Sheen Reflection = Sheen Reflection

Parameters

The Sheen Filter Render Element is accessible through the RenderChannelColor plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.


Sheen Glossiness


Type: RenderChannelGlossiness

The Sheen Glossiness Render Element is analogous to the Reflection Glossiness Render Element. This channel holds a float number with the value set in the Sheen Glossiness parameter in the VRayMtl Sheen Layer.



Sheen Reflection


Type: RenderChannelSheenReflection 

The Sheen Reflection Render Element is analogous to the Reflection Render Element.

The Sheen Reflection Render Element stores the indirect reflection information calculated from the VRayMtl Sheen Layer. Surfaces with no Sheen values set in their materials contain no information in the render pass and therefore render black.

The Sheen Reflection Render Element can be obtained by multiplying the Raw Sheen Reflection by the Sheen Filter. So while the raw sheen reflection pass gives the full reflection of objects reflecting in the scene, the sheen reflection filter sets how much of that reflection should come through in the composite. The two are multiplied together to create the Sheen Reflection pass which gives a true representation of the reflection in the scene.



Sheen Filter x Raw Sheen Reflection = Sheen Reflection


Parameters

The Sheen Reflection Render Element is accessible through the RenderChannelSheenReflection plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of this render channel.
  • alisas – (Int) Internal unique identifier for this channel type.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.
  • light_select_mode – (Int) The light select mode. Sets what type of lighting contribution is generated in the element
    • 0 - direct diffuse and specular
    • 1 - raw direct lighting
    • 2 - direct diffuse
    • 3 - direct specular
    • 4 - full
    • 5 - indirect diffuse and specular
    • 6 - indirect diffuse
    • 7 - indirect specular
    • 8 - subsurface
    • 9 - light path expression
    • 12 - direct diffuse shadow
    • 13 - direct specular shadow
  • light_path_expression – (String) Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
  • light_select_matte – (Boolean) If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces is captured.


Raw Sheen Reflection


Type: RenderChannelSheenReflection

The Raw Sheen Reflection Render Element is analogous to the Raw Reflection Render Element with the main difference being that all Sheen render elements can be subtracted from the main back-to-beauty composite, graded, and added back in.

The Raw Sheen Reflection Render Element stores reflection information calculated from the materials' reflection values in the scene. Surfaces with no reflection values set in their materials contain no information in the render element, which means these areas render as black.

The Raw Sheen Render Element gives the full reflection of objects reflecting in the scene, while the reflection filter Sheen Filter sets how much of that reflection should come through in the composite. In other words, the filter defines the strength of the reflection, while the raw image defines what is being reflected in the image. When these two elements are multiplied, the true level of reflection is given as the Sheen Reflection Render Element. By using these component parts of the reflection, you can fine-tune the reflection in your final composite.



Parameters

The Raw Sheen Reflection Render Element is accessible through the RenderChannelSheenReflection plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of this render channel.
  • alisas – (Int) Internal unique identifier for this channel type.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.
  • light_select_mode – (Int) The light select mode. Sets what type of lighting contribution is generated in the element
    • 0 - direct diffuse and specular
    • 1 - raw direct lighting
    • 2 - direct diffuse
    • 3 - direct specular
    • 4 - full
    • 5 - indirect diffuse and specular
    • 6 - indirect diffuse
    • 7 - indirect specular
    • 8 - subsurface
    • 9 - light path expression
    • 12 - direct diffuse shadow
    • 13 - direct specular shadow
  • light_path_expression – (String) Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
  • light_select_matte – (Boolean) If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces is captured.


Toon


Type: RenderChannelToon

The Toon Render Element renders the entire scene with the V-Ray Toon rendering effect and contains a mask for the toon outlines, although the toon color is not present in it. It also supports opacity set from the toon effect, presenting it as grayed outlines.



Diffuse Filter x Toon = Final Composition

The Toon Render Element is useful for changing the appearance of a render in a compositing or image editing application. The Toon Render Element holds a mask for the toon outlines (the toon color is not present in it).
It has an option to invert its output, so instead of white lines on a black background, we can get the opposite. It also supports opacity set from the toon effect.



Original
Inverted



Parameters

The Toon Render Element is accessible through the RenderChannelToon plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of the render channel.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.
  • invert_color – (Boolean) Inverts the black and white colors.


Toon Lighting


Type: RenderChannelColor

The Toon Lighting Render Element stores direct lighting information from lights in the scene that hit the Toon Material and Toon Material Node. This render element can be used to brighten, lessen, or tint the direct lighting in a composite without affecting indirect light or reflections, for example.

The Toon Lighting RE is included in the Lighting Render Element. It can be subtracted from the main back-to-beauty composite, graded, and added back in.



The Total Lighting Render Element is useful for brightening or dimming all lighting during compositing. In the example, the lights in the scene are brightened and tinted with a warm tone. See the render before and after compositing.



Original
Inverted



Raw Total Lighting x Diffuse Filter = Total Lighting


Lighting + Global Illumination = Total Lighting


Toon Specular


Type: RenderChannelColor

The Toon Specular Render Element is an image that stores Toon Specular reflection (highlights) information calculated from the Toon Material and Toon Material Node.

The brighter the area, the more Toon highlight reflection the object exhibits in the render. Toon Specular highlights are colored if the Reflection Color parameter of a material is colored.

The Toon Specular Render Element is included in the Specular Render Element. It can be subtracted from the main back-to-beauty composite, graded, and added back in.


Parameters

The Toon Specular Render Element is accessible through the RenderChannelColor plugin.

  • enableDeepOutput – (Boolean) Specifies whether to include this render element in deep images.
  • name – (String) Displays the name of the render channel.
  • color_mapping – (Boolean) Specifies whether to apply color mapping to the channel or not.
  • consider_for_aa – (Boolean) Specifies whether to consider this render element for anti-aliasing (may slow down rendering) or not.
  • filtering – (Boolean) Applies an image filter to this channel.
  • derive_raw_channels – (Boolean) Generates data in the raw channels by combining the respective color and the filter color channels.
  • vfb_color_corrections – (Boolean) Applies the post-render color adjustments made from the VFB.
  • denoise – (Boolean) Enables the render element's denoising, provided the Denoiser render element is present.



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