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This page provides a list of the render elements supported in V-Ray for NUKENuke. HideElements cssselector #tocVertical, #tocHorizontal
Page Contents
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Overview
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The following render elements are available in V-Ray for NUKENuke.
Supported Render Elements
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Render element | Default Channel Names | Color Depth of EXR floating-point channels* | Description |
atmospheric_effects.red |
atmospheric_effects.green |
atmospheric_effects.blue | 16bit/32bit | Atmospheric effects, such as Environment Fog. |
background.red |
background.green |
background.blue | 16bit/32bit | Image background, such as a background plate. |
Bump Normals | bump_normals.X |
bump_normals.Y |
bump_normals.Z | 16bit/32bit | 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. |
caustics.red |
caustics.green |
caustics.blue | 16bit/32bit | 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. |
Coverage | coverage.red |
coverage.green |
coverage.blue | 16bit/32bit | For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel. | |
Cryptomatte | cryptomatte.red | forced 32bit (for multi-channel files) | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. |
Diffuse | diffuse.red |
diffuse.green |
diffuse.blue | 16bit/32bit | Pure diffuse surface color. |
Denoiser |
See Denoiser Output table below | 16bit/32bit | The post-process result of the denoised image. |
ExtraTex | extratex.red |
extratex.green |
extratex.blue | forced 32bit (optional for multi-channel files) | Renders the entire scene with |
a single defined texture mapped on all objects. | |
GI (Global Illumination) | gi.red |
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| 16bit/32bit | The diffuse surface global illumination. Only present if Global illumination is enabled. |
GI Raw | gi_raw.red |
gi_raw.green |
gi_raw.blue | 16bit/32bit | Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. |
Light Select | light_select.red |
light_select.green |
light_select.blue | 16bit/32bit | Extracts the contribution of a light or a set of lights to the scene to a separate render element. |
lighting.red |
lighting.green |
lighting.blue | 16bit/32bit | Diffuse direct surface lighting. |
Light Raw | light_raw.red |
light_raw.green |
light_raw.blue | 16bit/32bit | Raw diffuse direct illumination before it's multiplied by the diffuse surface color. |
Light Total | light_total.red |
light_total.green |
light_total.blue | 16bit/32bit | Total lighting in the scene, both direct and indirect. |
Light Raw Total | light_raw_total.red |
light_raw_total.green |
light_raw_total.blue | 16bit/32bit | Sum of all raw lighting, both direct and indirect. |
Matte Shadow | matte_shadow.red |
matte_shadow.green |
matte_shadow.blue | 16bit/32bit | Matte shadow part of the image. |
Multi Matte | multi_matte.red |
multi_matte.green |
multi_matte.blue | 16bit/32bit | Creates selection masks based on an object ID or material ID. |
Normals | normals.X |
normals.Y |
normals.Z | 16bit/32bit | Surface normals in screen space (which is not the same as camera space). |
object_id.red |
object_id.green |
object_id.blue | 16bit/32bit | Object G-buffer ID (set through the node's Properties dialog). |
Reflection | reflection.red |
reflection.green |
reflection.blue | 16bit/32bit | Reflections on the surface. |
Reflection Raw | reflection_raw.red |
reflection_raw.green |
reflection_raw.blue | 16bit/32bit | Pure surface reflection before it is multiplied by the reflection filter color. |
Reflection Filter | reflection_filter.red |
reflection_filter.green |
reflection_filter.blue | 16bit/32bit | Reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This |
may be considered an alpha channel for reflections. | |
Reflection Glossiness | reflection_glossiness.red |
reflection_glossiness.green |
reflection_glossiness.blue | 16bit/32bit | Returns a float value that corresponds with the Reflection Glossiness value of an object's material. |
Reflection Highlight Glossiness | reflection_highlight_glossiness.red |
reflection_highlight_glossiness.green |
reflection_highlight_glossiness.blue | 16bit/32bit | Returns a float value that corresponds with the Highlight Glossiness value of an object's material. |
Refraction | refraction.red |
refraction.green |
refraction.blue | 16bit/32bit | Refractions of a surface. |
refraction_raw.red |
refraction_raw.green |
refraction_raw.blue | 16bit/32bit | Pure surface refraction before it is multiplied by the refraction filter color. |
Refraction Filter | refraction_filter.red |
refraction_filter.green |
refraction_filter.blue | 16bit/32bit | 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 |
may be considered an alpha channel for refractions. | |
Refraction Glossiness | refraction_glossiness.red |
refraction_glossiness.green |
refraction_glossiness.blue | 16bit/32bit | Returns a float value that corresponds to the Refraction Glossiness value of an object's material. |
Render ID | render_id.red |
render_id.green |
render_id.blue | 16bit/32bit | NoderenderID of the object that contributes most to the pixel value. |
SSS | sss.red |
sss.green |
sss.blue | 16bit/32bit | Renders just the subsurface part of the SSS material on a separate layer. |
Sample Rate | sample_rate.red |
sample_rate.green |
sample_rate.blue | 16bit/32bit | Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel. |
Self Illum | self_illum.red |
self_illum.green |
self_illum.blue | 16bit/32bit | Self-illumination of surfaces in the |
scene. | |
Shadow | shadow.red |
shadow.green |
shadow.blue | 16bit/32bit | Diffuse light that is blocked by |
scene objects. | |
Shadow Raw | shadow_raw.red |
shadow_raw.green |
shadow_raw.blue | 16bit/32bit | Raw light that is blocked by |
scene objects. | |
Specular | specular.red |
specular.green |
specular.blue | 16bit/32bit | Surface specular highlights. |
Velocity | velocity.X |
velocity.Y |
velocity.Z | 16bit/32bit | Surface velocity of an object. This render element is useful for generating motion blur in post-production. | |
Z-depth | depth.Z | forced 32bit (for multi-channel files) | Z-depth of the surface. |
Anchor | ||||
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Anchor | ||||
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Denoiser Outputs
Based on the Generate Render Elements parameter of the Denoiser Render Element, different sets of channels are generated:
Manual mode | Single pass only (in addition to manual) | All possible denoising elements |
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other.defocusAmount | diffuseFilter.red | atmospheric_effects.red |
other.noiseLevel | reflectionFilter.red | background.red |
refractionFilter.red | globalillumination.red | |
worldNormals.X worldNormals.Y worldNormals.Z | lighting.red | |
worldPositions.X worldPositions.Y worldPositions.Z | reflection.red | |
refraction.red | ||
specular.red |