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Render Element | V-Ray Next/V-Ray 3 Adv Volumetric | V-Ray Next/V-Ray 3 Adv. Volumetric Geometry | V-Ray GPU Next Volumetric | V-Ray GPU Next Volumetric Geometry | V-Ray Next/V-Ray 3 Adv Particle Shader | V-Ray Next/V-Ray 3 Adv Particle Shader: | Description / Additional Notes | ||||||||
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Multi Multi Matte | ✗ | ✓ | ✗ | ✗ | ✗ | ✗ | Creates selection masks based on object G-buffer ID or material ID. | Multi Matte ID | ✗ | ✗ | Not Available | Not Available | ✗ | ✗ | |
✓ | ✗ | ✗ | ✗ | ✓ | ✗ | Gives Fire + Smoke | |||||||||
BackgroundBackground | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | The image background | ||||||||
BumpNormalsBumpNormals | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space. | ||||||||
✓ | ✓ | ✗ | ✗ | ✓ | ✓ | The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics. | |||||||||
CryptomatteCryptomatte | ✗ | Bucket Sampler only | Bucket Sampler only | Bucket Sampler only | ✗ | Bucket Sampler only | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. | ||||||||
Denoiser | ✓ | ✗ | ✓ | ✓ | ✓ | ✓ | Applies a denoising operation to the image after it is rendered (with the neccessary channels). | ||||||||
DiffuseDiffuse | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting. | ||||||||
Extra Extra Tex | ✗ | ✓ | ✓ | ✓ | ✗ | ✓ | Renders the entire scene with one texture mapped on all objects. | ||||||||
GI | ✓ (when Use Light Cache is disabled) | ✓ | ✓ | ✓ |
| ✓ | The diffuse surface global illumination. Only present if Global illumination is enabled. | ||||||||
✓ | ✓ | ✓ | ✓ | ✓ | ✓ | The diffuse direct surface lighting. | |||||||||
Lighting Lighting Analysis | ✓ | ✓ | ✗ | ✗ | ✓ | ✓ | Provides visual representation of the lighting intensity within a rendered frame. | ||||||||
Light Light Select | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. | ||||||||
Matte Shadow | ✗ | ✗ | Not Available | Not Available | ✓ | ✓ | The matte shadow part of the image. | ||||||||
Material Material ID | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | The material ID of the object. | ||||||||
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| Not Available | Not Available |
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| This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend. | |||||||||
Normals | ✗ |
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| ✗ | The surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element. | ||||||||
✗ | ✓ | ✗ | ✗ | ✗ | ✓ | The object G-buffer ID (set through the node's Properties dialogue). | |||||||||
Object Object Select | ✗ | ✗ | Not Available | Not Available | ✗ | ✗ | Stores only the object(s) called out with a specific Object or Material ID. | ||||||||
Raw Raw Diffuse Filter | ✗ | ✗ | Not Available | Not Available | ✗ | ✗ | A solid mask of raw diffuse surface color information not affected by fresnel falloff. | ||||||||
Raw Raw GI | ✓ | ✓ | Not Available | Not Available | ✓ | ✓ | The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. | ||||||||
✓ | ✓ | Not Available | Not Available | ✓ | ✓ | The raw diffuse direct illumination before it's multiplied by the diffuse surface color. | |||||||||
Raw Raw Reflection | ✗ | ✗ | Not Available | Not Available | ✗ | ✗ | The pure surface reflection, before it is multiplied by the reflection filter color. Not visible in Reflection Element when Consistent Lighting Elements is enabled. | ||||||||
✓ | ✓ | Not Available | Not Available | ✓ | ✓ | The pure surface refraction before it is multiplied by the refraction filter color. | |||||||||
Raw Raw Shadow | ✗ | ✗ | Not Available | Not Available | ✓ | ✓ | The raw light that was blocked by other objects. | ||||||||
Raw Raw Total Light | ✓ | ✓ | Not Available | Not Available | ✓ | ✓ | The sum of all raw lighting - direct and indirect. | ||||||||
ReflectionReflection | ✗ | ✗ | ✓ | ✓ | ✗ | ✗ | The reflections on the surface. Not visible in Reflection Element when Consistent Lighting Elements is enabled. | ||||||||
RefractionRefraction | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | The refractions on the surface. | ||||||||
Render Render ID | ✗ | ✓ | ✓ | ✓ | ✗ | ✓ | The node render ID of the object that contributes most to the pixel value. | ||||||||
Sample Sample Rate | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. | ||||||||
Sampler Sampler Info |
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| Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used f.e. for world position passes or normal passes. Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off. | ||||||||
Self Self Illumination | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | The self-illumination of the surface. | ||||||||
ShadowShadow | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | The diffuse light that was blocked by other objects. | ||||||||
SpecularSpecular | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | The surface specular highlights. Specular should hold direct illumination - illumination from the fire comes as GI so result here should be correct: the element is not affected by the Fire. | ||||||||
Total Total Light | ✓ | ✓ | Not Available | Not Available | ✓ | ✓ | The total lighting in the scene, direct and indirect. | ||||||||
Unclamped Unclamped Color | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | The unclamped image color. | ||||||||
VelocityVelocity | ✗ | ✓ | ✓ | ✓ | ✗ | ✓ | The surface velocity. This channel will not be generated if 3d motion blur is enabled. | ||||||||
ZDepthZDepth |
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| ✗ | ✓ | The z-depth of the surface. Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off. |
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