This render element is enabled through the Render Elements tab of the Render Setup window in 3ds Max and displays its parameters in a rollout at the bottom of the window:
VrayVFB – VRayVFB – Enables the render element inside the V-Ray Frame Buffer.
Deep output – Specifies whether to include this render element in deep images.
Type –Controls the type of render element produced by VRaySamplerInfo:
Point –The XThe X, Y, and Z coordinates Z coordinates of the point are converted to RGB data according data according to the the Coord system that that is set. This outputs This outputs a Position Pass for use in compositing. Normal vector – The – The direction of the normal at the particular shaded point according to which Coordsystem is set. Reflection vector –Commonly used for adjusting for adjusting reflections in the composite. Refraction vector – Commonly Commonly used for adjusting for adjusting refractions in the composite. UVW coordinates – Extracts coordinates – Extracts the UVW coordinates of the object at the particular shaded point. This can be used to apply another texture at a composite level. Normal vector with bump mapping – –Produces the bump normal according to the Coordsystem that is set. Backward occlusion –The red and green components of this render element represent the screen position of the shaded point at the beginning of the motion-blurred frame, while the blue component represents camera occlusion at the beginning of the motion-blurred frame. Together with the Forward occlusion render render element, this can be used for denoising and/or post-process motion blur. Forward occlusion –The red and green components of this render element represent the screen position of the shaded point at the end of the motion-blurred frame, while the blue component represents camera occlusion at the end of the motion-blurred frame. Together with the the Backward occlusion render render element, this can be used for denoising and/or post-process motion blur. Integer ID from node user attribute –Extracts any integer node user property into an integer render element. Can be used as an extended Object ID. Float number from node user attribute – Extracts Extracts any floating-point node user property into a single-channel floating-point render element. Can be used to extract additional masks. Tangent vector in object space – Displays tangent vector according to the Object space. Bitangent vector in object space – Displays Displays bitangent vector according to the Object space.
Point multiplier – –Acts as a multiplier when Type is set to Point.
Refract IOR –Sets the index of refraction when Refraction vector is set as the Type.
UVW channel – The – The UVW mapping channel used when the Type is set to UVW coordinates.
UVW mode – –Specifies what happens to UVW values outside the 0.0-1.0 range of the unit texture square:
Normal – –Stores the UVW coordinates without modification. Clamp – –UVW coordinates above 1.0 are clamped to 1.0, and values below 0.0 are clamped to 0.0. Tile –Wraps the UVW coordinates to the unit texture square.
Coord system– Controls – Controls the coordinate system used:
World – X– X, Y, and Z coordinates (in world space) of the point are converted to RGB data. Object –X, Y, and Z coordinates (in object space) of the point are converted to RGB data. Camera – –X, Y, and Z coordinates (in camera space) of the point are converted to RGB data. Relative – –X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data.
Relative node –When Coord system is set to Relative, this specifies the scene node relative to which the point/vector data is stored.Output –
Output –Controls the way data is stored in the render element when the type is a normal vector, or a reflection/refraction direction:
Vector (signed) –Values are stored directly without modification, including negative components. Color (unsigned) –Values are scaled down by 0.5 and offset by 0.5 so that (0, 0, 0) maps to (0.5, 0.5, 0.5), (-1, -1, -1) maps to (0, 0, 0) and (1,1,1) maps to (1,1,1). This avoids negative values which might be necessary for some compositing packages.
User attribute –Determines which user attribute to connect to when when Integer ID from node user attributeor or Float number from node user attribute are selected as Тype.
Occlusion bias – –Controls the positional bias of the the Backward occlusion& Forward occlusion types types in order to prevent incorrect self-occlusion.