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Render channel | Color Depth of EXR floating-point channels | Description |
---|---|---|
Background | 16bit/32bit | Image background, such as any Background Texture specified in the Globals Rollout. |
Lighting | 16bit/32bit | Diffuse direct surface lighting. |
GI (Global Illumination) | 16bit/32bit | The diffuse surface global illumination. Only present if Global illumination is enabled. |
Reflection | 16bit/32bit | All indirect reflections from a surface. |
Refraction | 16bit/32bit | Refractions through a surface. |
Specular | 16bit/32bit | All direct specular highlights coming from a surface. |
SSS | 16bit/32bit | Renders just the subsurface part of the VRaySSS2 material on a separate layer. |
Self-Illumination | 16bit/32bit | Self-illumination of the surface. |
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. | |
16bit/32bit | Atmospheric effects, such as Volume Environment Fog. |
Advanced
Render channel | Color Depth of EXR floating-point channels | Description |
---|---|---|
Coat | 16bit/32bit | Isolates the reflected light in the scene. |
Coat Reflection | 16bit/32bit | Indirect reflections coming from the Coat layers of the V-Ray Material used in the scene. |
16bit/32bit | Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render channel. | |
Sheen | 16bit/32bit | Isolates the reflected light in the scene. |
Sheen Reflection | 16bit/32bit | Indirect reflections coming from the Sheen layer(s) of the V-Ray Material(s) used in the scene. |
Volume Toon | 16bit/32bit | Creates a toon-like effect on the render. |
Diffuse | 16bit/32bit | Pure diffuse surface color. |
Shadow | 16bit/32bit | Diffuse light that is blocked by other objects. |
Total Light | 16bit/32bit | Total lighting in the scene, both direct and indirect. |
Reflection Filter | 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. |
Refraction Filter | 16bit/32bit | The refraction filter mitigates the raw refraction layer. This render channel 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. |
Reflection IOR | Used to enhance or reduce Fresnel IOR effects in the final composite. | |
16bit/32bit | Returns a float value that corresponds with the Reflection Glossiness value of an object's material. | |
Reflection Highlight Glossiness | Returns a grayscale image that corresponds to the value in the Highlight Glossiness of the materials in the scene. | |
Refraction Glossiness | 16bit/32bit | Returns a float value that corresponds to the Refraction Glossiness value of an object's material. |
Metalness | 16bit/32bit | Returns a grayscale image that corresponds to the metalness values of the materials in the scene. |
Coat Filter | 16bit/32bit | Reflection filter for V-Ray Material Coat layer. |
Coat Glossiness | 16bit/32bit | Returns a float value that corresponds with the Coat Glossiness value of the V-Ray Material Coat layer. |
Sheen Glossiness | 16bit/32bit | Returns a float value that corresponds with the Sheen Glossiness value of the V-Ray Material Sheen layer. |
Sheen Filter | 16bit/32bit | Reflection filter for V-Ray Material Sheen layer. |
16bit/32bit | Stores Toon Specular reflection (highlights) information calculated from the Toon Material and Toon Material Node | |
Toon Lighting | 16bit/32bit | Stores direct lighting information from lights in the scene that hit the Toon Material and Toon Material Node. |
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Render element | Color Depth of EXR floating-point channels | Description |
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forced 32bit (for multi-channel files) | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. | |
16bit/32bit | Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl Blend Mtl. | |
Multi Matte ID | Isolates objects with specific Multi Matte IDs for compositing purposes. | |
Multi Matte | Uses a single R, G, or B channel to create a matte. | |
– | Returns solid un-shaded colors to represent numerical identifiers set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. EXRs and .vrimg formats are stored as integer values. | |
Object Select | 16bit/32bit | Renders only the object(s) called out with a specific Object or Material ID. This effect is reversible to create a render element that excludes a particular object or objects according to Object or Material ID. |
Render ID | – | Node render ID of the object that contributes most to the pixel value. |
Material ID | – | Material ID of scene objects. |
Matte Shadow | 16bit/32bit | The matte shadow part of the image. |
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