Table of Contents

This page provides information about the Render Channel nodes in V-Ray for Blender.


Overview


Render Channels are a way to break out renders into their component parts, such as diffuse color, reflections, shadows, mattes, etc. This gives fine control over the final image when using compositing or image editing applications to reassemble the component channels. Render channels are also sometimes known as render passes.

Render channels appear in the V-Ray Frame Buffer (VFB) and can be viewed from the drop-down at the upper left corner of the VFB. They can also be saved out of the VFB as many common file formats.

Render channels are generated at render time based on the user's selection before rendering. Most render channels have parameters that can be customized to further assist the composting process. These parameters are described on each render channel's individual page.


UI Path: ||V-Ray Node Editor|| > World > Add menu > Render Channels 

UI Path: ||Properties Editor|| > View Layer > Render Channels



Properties


When enabled from the View Layer tab, the render channel becomes visible in the V-Ray Node Editor World Tree and is automatically connected to the Render Channels Container, if there is one. If there is no Channels Container in the editor, one must be created so the render channels are applied to the scene. If a render channel is deleted from the Node Editor, it is automatically disabled in the View Layer tab and vice versa.

You can then view the render channel's properties either in the Node submenu of the V-Ray Node Editor or in the World tab.

To view a specific render channel's properties, see its respective page.


If you have multiple World Output nodes set up, only the render channels in the current World Output node will be displayed in the V-Ray Node Editor and the View Layer tab. See how to set up multiple World Output nodes.

Categories


All render channels are grouped into the following categories: Beauty, Advanced, Matte, Geometry, Utility, and Raw.

Beauty – Contains all the needed render channels for "Back to Beauty" compositing inside the V-Ray Frame Buffer.

When selecting the Affect All Channels option in the V-Ray Material, be aware that the information of the respective component will affect all render channels; therefore, the Back to Beauty composition will not match the RGB result from the renderer.

Advanced – Contains render channels for an advanced beautification of the light, coat, and sheen.
Matte – Contains all the needed render channels for matte compositing in the V-Ray Frame Buffer.
Geometry – Contains all the render channels responsible for editing geometries from the scene, such as Object ID, Normals etc.
Utility – Contains render channels that assist your work in the V-Ray Frame Buffer.
Raw – Contains render channels that concern RAW layers.

The applied render channels are found in the VFB's dropdown menu. The new render channels become visible in this list after a new render is started.



Render Channels


V-Ray supports the following render channels. All render channels support native V-Ray materials.

In order to render a correct Raw render pass, you need to also render the corresponding main channel and filter. For example, Raw Reflection will require you to render the Reflection and Reflection filter. For Raw GI, you need GI and Diffuse, etc.


Beauty

Render channelColor Depth of EXR floating-point channelsDescription
Background16bit/32bitImage background, such as any Background Texture specified in the Globals Rollout.
Lighting16bit/32bitDiffuse direct surface lighting.
GI (Global Illumination)16bit/32bitThe diffuse surface global illumination. Only present if Global illumination is enabled.
Reflection16bit/32bitAll indirect reflections from a surface.
Refraction16bit/32bitRefractions through a surface.
Specular16bit/32bitAll direct specular highlights coming from a surface.
SSS16bit/32bitRenders just the subsurface part of the VRaySSS2 material on a separate layer.
Self-Illumination16bit/32bitSelf-illumination of the surface.

Caustics

16bit/32bitThe caustics on the material. These caustics are present only when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.

Atmospheric Effects

16bit/32bitAtmospheric effects, such as Environment Fog.


Advanced

Render channelColor Depth of EXR floating-point channelsDescription
Coat16bit/32bitIsolates the reflected light in the scene.
Coat Reflection16bit/32bitIndirect reflections coming from the Coat layers of the V-Ray Material used in the scene.

Light Select

16bit/32bitExtracts the contribution of a user-defined light or a set of lights in the scene as a separate render channel.
Sheen16bit/32bitIsolates the reflected light in the scene.
Sheen Reflection16bit/32bitIndirect reflections coming from the Sheen layer(s) of the V-Ray Material(s) used in the scene.
Toon16bit/32bitCreates a toon-like effect on the render.
Diffuse16bit/32bitPure diffuse surface color.
Shadow16bit/32bitDiffuse light that is blocked by other objects.
Total Light16bit/32bitTotal lighting in the scene, both direct and indirect.
Reflection Filter16bit/32bitReflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered an alpha channel for reflections.
Refraction Filter16bit/32bitThe refraction filter mitigates the raw refraction layer. This render channel returns the color by which the raw refractions are multiplied to give the final surface refraction. This may be considered an alpha channel for refractions.
Reflection IOR

Used to enhance or reduce Fresnel IOR effects in the final composite.

Reflection Glossiness

16bit/32bitReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Highlight Glossiness

Returns a grayscale image that corresponds to the value in the Highlight Glossiness of the materials in the scene.

Refraction Glossiness16bit/32bitReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Metalness16bit/32bitReturns a grayscale image that corresponds to the metalness values of the materials in the scene.
Coat Filter16bit/32bitReflection filter for V-Ray Material Coat layer.
Coat Glossiness16bit/32bitReturns a float value that corresponds with the Coat Glossiness value of the V-Ray Material Coat layer.
Sheen Glossiness16bit/32bitReturns a float value that corresponds with the Sheen Glossiness value of the V-Ray Material Sheen layer.
Sheen Filter16bit/32bitReflection filter for V-Ray Material Sheen layer.

Toon Specular

16bit/32bitStores Toon Specular reflection (highlights) information calculated from the Toon Material and Toon Material Node
Toon Lighting16bit/32bitStores direct lighting information from lights in the scene that hit the Toon Material and Toon Material Node.


Matte

Render element

Color Depth of EXR floating-point channels

Description

Cryptomatte

forced 32bit (for multi-channel files)Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.

Material Select

16bit/32bit

Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a Blend Mtl.

Multi Matte ID

Isolates objects with specific Multi Matte IDs for compositing purposes.

Multi Matte
Uses a single R, G, or B channel to create a matte.

Object ID

Returns solid un-shaded colors to represent numerical identifiers set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. EXRs and .vrimg formats are stored as integer values.
Object Select16bit/32bitRenders only the object(s) called out with a specific Object or Material ID. This effect is reversible to create a render element that excludes a particular object or objects according to Object or Material ID.
Render IDNode render ID of the object that contributes most to the pixel value.
Material IDMaterial ID of scene objects.
Matte Shadow16bit/32bitThe matte shadow part of the image.

Geometry

Render element

Color Depth of EXR floating-point channels

Description

Bump Normals16bit/32bitNormals generated by bump maps in screen space (which is not the same as camera space). Use the VRaySamplerInfo utility texture node to get the normals in camera, world, or object space.
Normals16bit/32bitSurface normals in screen space (which is not the same as camera space).

Velocity

16bit/32bitSurface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depthforced 32bit (for multi-channel files)Z-depth of surfaces in the scene.


Utility

Render elementColor Depth of EXR floating-point channelsDescription
Coverage16bit/32bitFor each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
DR Bucket16bit/32bitDisplays the machine that rendered each bucket when using distributed rendering with the Bucket Image Sampler.
Extra Tex(ture)forced 32bit (optional for multi-channel files)Renders the entire scene with a single defined texture mapped on all objects.
Sample Rate16bit/32bitShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.


Raw

Render channelColor Depth of EXR floating-point channelsDescription

Raw Lighting

16bit/32bitRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw GI16bit/32bitRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Raw Total Light16bit/32bitThe sum of all raw lighting, both direct and indirect.
Raw Reflection16bit/32bitPure surface indirect reflection before it is multiplied by the reflection filter color.

Raw Refraction

16bit/32bitPure surface refraction before it is multiplied by the refraction filter color.
Raw Coat Filter16bit/32bitCreates a solid mask showing the areas of reflection in the Coat layer without being affected by Fresnel.
Raw Coat Reflection16bit/32bitPure surface indirect reflection from a V-Ray Material Coat layer before it is multiplied by the reflection filter color.
Raw Sheen Filter16bit/32bitHolds information similar to Sheen Filter RE, but without being affected by Fresnel.
Raw Shadow16bit/32bitRaw light that is blocked by other objects.

Raw Sheen Reflection

16bit/32bit

Pure surface indirect reflection from a V-Ray Material Sheen layer before it is multiplied by the reflection filter color.







Was this helpful?