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This page provides a list of the render elements supported in V-Ray for NUKENuke. HideElements cssselector #tocVertical, #tocHorizontal
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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 | 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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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 |
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