Table of Contents


This page provides a list of all the render elements supported in V-Ray for SketchUp.

 

Overview


The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard SketchUp materials. This is noted in the table below.

 

Supported Render Elements


Render element nameVRayMtl supportStd material supportFiltering controlTransparency supportColor Depth of EXR floating-point channels****Description
Atmosphere16bit/32bitAtmospheric effects

Background

✓ **

16bit/32bitThe image background.
Bump Normals16bit/32bitThe normals generated by bump maps, in screen space (which is not the same as camera space).

Caustics

– *

✓ **

16bit/32bitThe caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.
Cryptomatteforced 32bit (for multi-channel files)Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
Denoiser16bit/32bitApplies a denoising operation to the image after it is rendered (with the necessary channels).
Diffuse✓ **16bit/32bitThe pure diffuse surface color. Note that this is different from the standard SketchUp Diffuse render element, which contains the diffuse surface lighting.
DR BucketN/AN/AN/AN/A16bit/32bitShows which render node rendered which bucket during distributed rendering
ExtraTexN/AN/AN/Aforced 32bit (optional for multi-channel files)Renders the entire scene with one texture mapped on all objects.
Geometric Normals

16bit/32bitThe surface normals.
Global Illumination

– *

✓ **16bit/32bitThe diffuse surface global illumination. Only present if Global illumination is enabled.

Lighting

✓ *

✓ **

16bit/32bitThe diffuse direct surface lighting.
Lighting Analysis16bit/32bitProvides visual representation of the lighting intensity within a rendered frame.
Light Mix    16bit/32bitProvides adjustment control to the lights in the scene from inside the New V-Ray Frame Buffer (VFB2).
Material ID Color

16bit/32bitThe material ID color of the object.
Material ID Number

16bit/32bitThe material ID number of the object.
Material Random Color16bit/32bit

Creates colorful selection masks based on the material assignment in the scene.

Matte Shadows16bit/32bitThe matte shadow part of the image.
MultiMatte Materials16bit/32bitCreates selection masks based on an object's material ID.
MultiMatte Objects16bit/32bitCreates selection masks based on an object's ID.
Normals and Bump16bit/32bitThe normals generated by bump maps.
Object ID***16bit/32bitObject G-buffer ID.
Raw GI✓ **16bit/32bitThe raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

Raw Light

✓ **

16bit/32bitThe raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw Reflection

✓ **

16bit/32bitThe pure surface reflection before it's multiplied by the reflection filter color.

Raw Refraction

✓ **

16bit/32bitThe pure surface refraction before it's multiplied by the refraction filter color.
Raw Shadows✓ **16bit/32bitThe raw light that was blocked by other objects.
Raw Total Light16bit/32bitThe sum of all raw lighting - direct and indirect.
Reflection✓ **16bit/32bitThe reflections on the surface.
Reflection Filter✓ **16bit/32bitThe reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered as an alpha channel for the reflections.
Refraction✓ **

16bit/32bitThe refractions on the surface.
Refraction Filter✓ **16bit/32bitThe refraction filter (the color by which the raw refractions are multiplied to give the final surface refraction). This may be considered as an alpha channel for the refractions.
Render ID

16bit/32bitThe node render ID of the object that contributes most to the pixel value.
Sample RateN/AN/AN/AN/A16bit/32bitShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Self Illumination✓ **16bit/32bitThe self-illumination of the surface.
Shadows✓ **16bit/32bitThe diffuse light that was blocked by other objects.
Specular✓ **16bit/32bitThe surface specular highlights.
Subsurface Scattering16bit/32bitRenders just the subsurface part of BRDFSSS2Complex material on a separate layer.
Total Light16bit/32bitThe total lighting in the scene - direct and indirect.
Z-Depthforced 32bit (for multi-channel files)The z-depth of the surface.

Ambient Occlusion

16bit/32bitAmbient occlusion effect.
Back to Beauty16bit/32bitExpands as all beauty elements for the actual rendering.

 

Footnotes


* For Standard materials, the VRayLighting element includes the direct and indirect lighting as well as caustics, while the VRayGlobalIllumination and VRayCaustics elements are black. However for all materials, adding the VRayLighting, VRayGlobalIllumination and VRayCaustics elements always gives the total diffuse surface lighting.

** When an element is filtered, it is dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it is not affected by atmospherics.

***By right-clicking on any group or component directly in the viewport, you can manage all Object IDs in the scene.

****For all image formats except EXR the render elements depend on their respective channels' output settings.