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TypeDescription
AtmosphereAtmospheric effects, such as Environment Fog.

Diffuse

Pure diffuse surface color.
ReflectionReflections on the surface.
RefractionRefractions of a surface.
Self IlluminationSelf-illumination of the surface.
ShadowDiffuse light blocked by other objects.
SpecularSurface specular highlights.
LightingDiffuse direct surface lighting.
GIThe diffuse surface global illumination. Only present if Global illumination is enabled.
CausticsThe 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 GIRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Raw LightingRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw ShadowRaw light blocked by other objects.
VelocitySurface velocity of an object. This render element is useful for generating motion blur in post-production.
Render IDNode render ID of the object that contributes most to the pixel value.
Material IDMaterial ID of the object.
Node IDReturns 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-DepthZ-depth of the surface.
Reflection FilterReflection 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 ReflectionPure surface reflection before it is multiplied by the reflection filter color.
Refraction FilterThe 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 RefractionPure surface refraction before it is multiplied by the refraction filter color.
Real ColorShows the original colors that were clamped or adjusted with Color Mapping.
NormalSurface 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.
BackgroundImage background, such as any Background Texture specified in the Environment render settings.
AlphaAlpha transparency.
ColorGeneric render element container used for referencing other render elements of type RenderChannelColor containing color information .
Wire ColorThe 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 / ShadowMatte shadow part of the image.
Total LightingBoth direct and indirect lighting in the scene.
Raw Total LightingSum of all raw lighting, both direct and indirect.
Bump / NormalNormals 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.
SamplerateShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
SSSRenders just the subsurface part of the V-Ray SSS material on a separate layer.
DR BucketIdentifies the render node responsible for rendering a bucket during distributed rendering.
Reflection GlossinessReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection HilightsReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refraction GlossinessReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Shademap Export 
Reflection Alpha 
Reflection IORStores 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 LevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.
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