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Render channelColor Depth of EXR floating-point channelsDescription
Background16bit/32bitImage background, such as any Background Texture specified in the Globals Rollout.
Lighting16bit/32bitDiffuse direct surface lighting.
GI (Global Illumination)16bit/32bitThe diffuse surface global illumination. Only present if Global illumination is enabled.
Reflection16bit/32bitAll indirect reflections from a surface.
Refraction16bit/32bitRefractions through a surface.
Specular16bit/32bitAll direct specular highlights coming from a surface.
SSS16bit/32bitRenders just the subsurface part of the VRaySSS2 material on a separate layer.
Self-Illumination16bit/32bitSelf-illumination of the surface.

Caustics

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.

Atmospheric Effects

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


Advanced

Render channelColor Depth of EXR floating-point channelsDescription
Coat16bit/32bitIsolates the reflected light in the scene.
Coat Reflection16bit/32bitIndirect reflections coming from the Coat layers of the V-Ray Material used in the scene.

Light Select

16bit/32bitExtracts the contribution of a user-defined light or a set of lights in the scene as a separate render channel.
Sheen16bit/32bitIsolates the reflected light in the scene.
Sheen Reflection16bit/32bitIndirect reflections coming from the Sheen layer(s) of the V-Ray Material(s) used in the scene.
Volume Toon16bit/32bitCreates a toon-like effect on the render.
Diffuse16bit/32bitPure diffuse surface color.
Shadow16bit/32bitDiffuse light that is blocked by other objects.
Total Light16bit/32bitTotal lighting in the scene, both direct and indirect.
Reflection Filter16bit/32bitReflection 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 Filter16bit/32bitThe 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.

Reflection Glossiness

16bit/32bitReturns 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 Glossiness16bit/32bitReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Metalness16bit/32bitReturns a grayscale image that corresponds to the metalness values of the materials in the scene.
Coat Filter16bit/32bitReflection filter for V-Ray Material Coat layer.
Coat Glossiness16bit/32bitReturns a float value that corresponds with the Coat Glossiness value of the V-Ray Material Coat layer.
Sheen Glossiness16bit/32bitReturns a float value that corresponds with the Sheen Glossiness value of the V-Ray Material Sheen layer.
Sheen Filter16bit/32bitReflection filter for V-Ray Material Sheen layer.

Toon Specular

16bit/32bitStores Toon Specular reflection (highlights) information calculated from the Toon Material and Toon Material Node
Toon Lighting16bit/32bitStores 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

Cryptomatte

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

Material Select

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.

Object ID

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 Select16bit/32bitRenders 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 IDNode render ID of the object that contributes most to the pixel value.
Material IDMaterial ID of scene objects.
Matte Shadow16bit/32bitThe matte shadow part of the image.

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