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The Extra Texture Render Element shows the rendered image with a single texture applied to all objects in the scene. The shader applied to the scene can be a bitmap or a procedural texture such as VRayDirt or VRayCurvature.

A common use for Extra Tex is to use VRayDirt as the shader, which creates an ambient occlusion element for use in the composite. In this way, ambient occlusion can be controlled separately during the compositing process.

While a similar result to the ExtraTex render element can be obtained by applying the same shader to all objects in the scene and rendering, as usual, such an approach requires additional time spent on reverting to actual materials, saving different versions of the scene, etc. The Extra Tex render element provides a quick and easy way to render the scene with a single texture without the extra work.

 

UI Path: ||V-Ray|| > Render Elements > Extra Tex

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Properties

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Enable Deep Output – Specifies whether to include this render element in deep images.

Consider for AaAnti-Aliasing – When enabled, anti-aliasing is used where possible.

Affect Matte Objects – Sets whether to include matte objects when generating the render element.

Texmap – Allows a bitmap or a procedural texture to be connected.

Filtering – Applies an image filter to this channel.

Exclude List – Specifies a set of objects to be excluded from the Еxtra Tex channel.

Exclude List as Inclusive Set – Inverts the effect of the Exlude List parameter, making it an inclusive set.

Force 32 Bit Output – When enabled, stores the Extra Texture render element as a 32-bit float even when writing a 16-bit raw image. This option applies only to multichannel .exr files.

Force Lossless Compression – When enabled, lossy DWAA/DWAB compression is not applied to the Extra Tex data stored in a multichannel exr. This option applies only to multichannel .exr files.

Denoise – Enables the render element's denoising, provided the Denoiser render element is present.

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