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This page provides a list of the render elements supported in V-Ray for NUKENuke.

 

Page Contents

Table of Contents
maxLevel3
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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 elementDefault Channel NamesColor Depth of EXR floating-point channels*Description

Atmospheric Effects

atmospheric_effects.red
,

atmospheric_effects.green
,

atmospheric_effects.blue
16bit/32bitAtmospheric effects, such as Environment Fog.

 Background

 
background.red
,

background.green
,

background.blue
16bit/32bitImage background, such as a background plate.
Bump Normalsbump_normals.X
,

bump_normals.Y
,

bump_normals.Z
16bit/32bitNormals 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

caustics.red
,

caustics.green
,

caustics.blue
16bit/32bitThe 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.
 Coveragecoverage.red
,

coverage.green
,

coverage.blue
16bit/32bitFor 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
cryptomatte.green
cryptomatte.blue

forced 32bit (for multi-channel files)Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
 Diffusediffuse.red
,

diffuse.green
,

diffuse.blue
16bit/32bitPure diffuse surface color.
Denoiser
other.defocusAmount, other.noiseLevel
See Denoiser Output table below16bit/32bitThe post-process result of the denoised image.
 ExtraTexextratex.red
,

extratex.green
,

extratex.blue
forced 32bit (optional for multi-channel files)Renders the entire scene with
one
a single defined texture mapped on all objects.
GI (Global Illumination)

gi.red

,


gi.green

,


gi.blue

16bit/32bitThe diffuse surface global illumination. Only present if Global illumination is enabled.
GI Rawgi_raw.red
,

gi_raw.green
,

gi_raw.blue
16bit/32bitRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Light Selectlight_select.red
,

light_select.green
,

light_select.blue
16bit/32bitExtracts the contribution of a light or a set of lights to the scene to a separate render element.

 Lighting

lighting.red
,

lighting.green
,

lighting.blue
16bit/32bitDiffuse direct surface lighting.
Light Rawlight_raw.red
,

light_raw.green
,

light_raw.blue
16bit/32bitRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Light Totallight_total.red
,

light_total.green
,

light_total.blue
16bit/32bitTotal lighting in the scene, both direct and indirect.
 Light Raw Totallight_raw_total.red
,

light_raw_total.green
,

light_raw_total.blue
16bit/32bitSum of all raw lighting, both direct and indirect.
Matte Shadowmatte_shadow.red
,

matte_shadow.green
,

matte_shadow.blue
16bit/32bitMatte shadow part of the image.
Multi Mattemulti_matte.red
,

multi_matte.green
,

multi_matte.blue
16bit/32bitCreates selection masks based on an object ID or material ID.
Normalsnormals.X
,

normals.Y
,

normals.Z
16bit/32bitSurface normals in screen space (which is not the same as camera space).

Object ID

object_id.red
,

object_id.green
,

object_id.blue
16bit/32bitObject G-buffer ID (set through the node's Properties dialog).
Reflectionreflection.red
,

reflection.green
,

reflection.blue
16bit/32bitReflections on the surface.
 
Reflection Rawreflection_raw.red
,

reflection_raw.green
,

reflection_raw.blue
16bit/32bitPure surface reflection before it is multiplied by the reflection filter color.
Reflection Filterreflection_filter.red
,

reflection_filter.green
,

reflection_filter.blue
16bit/32bitReflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This
can
may be considered an alpha channel for reflections.
Reflection Glossinessreflection_glossiness.red
,

reflection_glossiness.green
,

reflection_glossiness.blue
16bit/32bitReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Highlight Glossinessreflection_highlight_glossiness.red
,

reflection_highlight_glossiness.green
,

reflection_highlight_glossiness.blue
16bit/32bitReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refractionrefraction.red
,

refraction.green
,

refraction.blue
16bit/32bitRefractions of a surface.
 

Refraction Raw

refraction_raw.red
,

refraction_raw.green
,

refraction_raw.blue
16bit/32bitPure surface refraction before it is multiplied by the refraction filter color.
Refraction Filterrefraction_filter.red
,

refraction_filter.green
,

refraction_filter.blue
16bit/32bitThe 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
may be considered an alpha channel for refractions.
Refraction Glossinessrefraction_glossiness.red
,

refraction_glossiness.green
,

refraction_glossiness.blue
16bit/32bitReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Render IDrender_id.red
,

render_id.green
,

render_id.blue
16bit/32bitNoderenderID of the object that contributes most to the pixel value.
SSSsss.red
,

sss.green
,

sss.blue
16bit/32bitRenders just the subsurface part of the SSS material on a separate layer.
Sample Ratesample_rate.red
,

sample_rate.green
,

sample_rate.blue
16bit/32bitShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Self Illumself_illum.red
,

self_illum.green
,

self_illum.blue
16bit/32bitSelf-illumination of surfaces in the
surface
scene.
Shadowshadow.red
,

shadow.green
,

shadow.blue
16bit/32bitDiffuse light that is blocked by
other
scene objects.
 Shadow Rawshadow_raw.red
,

shadow_raw.green
,

shadow_raw.blue
16bit/32bitRaw light that is blocked by
other
scene objects.
Specularspecular.red
,

specular.green
,

specular.blue
16bit/32bitSurface specular highlights.
Velocityvelocity.X
,

velocity.Y
,

velocity.Z
16bit/32bitSurface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depthdepth.Zforced 32bit (for multi-channel files)Z-depth of the surface.

Anchor
notes
notes
  For all image formats except EXR the render elements depend on their respective channels' output settings.


Anchor
denoiserOutput
denoiserOutput

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
(in addition to Single pass)

other.defocusAmount

diffuseFilter.red
diffuseFilter.green
diffuseFilter.blue

atmospheric_effects.red
atmospheric_effects.green
atmospheric_effects.blue

other.noiseLevel

reflectionFilter.red
reflectionFilter.green
reflectionFilter.blue

background.red
background.green
background.blue


refractionFilter.red
refractionFilter.green
refractionFilter.blue

globalillumination.red
globalillumination.green
globalillumination.blue


worldNormals.X
worldNormals.Y
worldNormals.Z

lighting.red
lighting.green
lighting.blue


worldPositions.X
worldPositions.Y
worldPositions.Z

reflection.red
reflection.green
reflection.blue



refraction.red
refraction.green
refraction.blue



specular.red
specular.green
specular.blue