This page provides information about the Coat Reflection render channel in V-Ray for Blender.
Overview
The Coat Reflection Render Channel is analogous to the Reflection Render Channel, with the main difference being that all Coat render channels can be subtracted from the main back-to-beauty composite, graded, and added back in.
The Coat Reflection Render Channel 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 Channel is formed by multiplying the Raw Coat Reflection Render Channel by the Coat Filter Render Channel. 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.
UI Path: ||V-Ray Node Editor|| > World > Render Channels > Advanced > V-Ray Coat Reflection

Properties
See the Render Channels page to find out where you can find these properties.
Channel Name – Customizable name for the render channel.
Enable Deep Output – Specifies whether to include this render channel in deep images.
Color Mapping –
Consider For Anti-Aliasing – When enabled, anti-aliasing is used where possible.
Filtering – Applies an image filter to this channel.
Derive Raw Channels – Generates data in the raw channels by combining the respective color and the filter color channels.
Vfb Color Corrections – Applies the post-render color adjustments made from the VFB.
Denoise – Enables the render channel's denoising, provided the Denoiser is enabled.