The diffuse surface global illumination. Only present if Global illumination is enabled.
Caustics
The 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.
Raw GI
Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Raw Lighting
Raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw Shadow
Raw light blocked by other objects.
Velocity
Surface velocity of an object. This render element is useful for generating motion blur in post-production.
Render ID
Node render ID of the object that contributes most to the pixel value.
Material ID
Material ID of the object.
Node ID
Returns solid un-shaded colors to represent a numerical identifier set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. .EXR and .vrimg formats store as integer values.
Z-Depth
Z-depth of the surface.
Reflection Filter
Reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This can be considered an alpha channel for reflections.
Raw Reflection
Pure surface reflection before it is multiplied by the reflection filter color.
Refraction Filter
The refraction filter mitigates the raw refraction layer. This render element returns the color by which the raw refractions are multiplied to give the final surface refraction. This can be considered an alpha channel for refractions.
Raw Refraction
Pure surface refraction before it is multiplied by the refraction filter color.
Real Color
Shows the original colors that were clamped or adjusted with Color Mapping.
Normal
Surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use Maya's Sampler Info utility texture node.
Background
Image background, such as any Background Texture specified in the Environment render settings.
Alpha
Alpha transparency.
Color
Generic render element container used for referencing other render elements of type RenderChannelColor containing color information .
Wire Color
The wire color of the object as set in the 3ds Max scene. This can be used to generate masks for the objects based on their wire color.
Matte / Shadow
Matte shadow part of the image.
Total Lighting
Both direct and indirect lighting in the scene.
Raw Total Lighting
Sum of all raw lighting, both direct and indirect.
Bump / Normal
Normals 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.
Samplerate
Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
SSS
Renders just the subsurface part of the V-Ray SSS material on a separate layer.
DR Bucket
Identifies the render node responsible for rendering a bucket during distributed rendering.
Reflection Glossiness
Returns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Hilights
Returns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refraction Glossiness
Returns a float value that corresponds to the Refraction Glossiness value of an object's material.
Shademap Export
Reflection Alpha
Reflection IOR
Stores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.
Material Render ID
This render element shows solid unshaded color masks based on the selected Material ID color.
Noise Level
Outputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.