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This page gives some basic details about the Color Channel render pass and what you can do with it in Houdini.

 


Overview

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The Color Channel is a container node that allows the output of almost every render channel available in V-Ray. It allows you to extract different color components from the image (i.e. Diffuse, Reflections, Refractions, etc.) to use used later for tasks like compositing. 


Parameters

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Section

 

||out Network|| > V-Ray Render Elements node > V-Ray > Render Channel > Color Channel

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The parameters for this render channel appear in the Parameters tab under the out Network and within the render

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elements node.

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Type – Selects which color information to extract from the image as a separate channel. For more details, please see the Channel Types

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 table below.

Name – The text added to the end of the rendered file, when saved as a separate file (e.g. myrender.colorchannel.vrimg).

Deep Output – Specifies whether to include this render element in deep images.

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Color Mapping – When enabled, the Color Mapping options in the render settings are applied to the current render channel.

Consider For AA – When enabled, anti-aliasing

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is used where possible.

Filtering

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 – Applies the image filter to this channel. Image filter settings are in the Image

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 Sampler tab

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 of V-Ray

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 Renderer node.

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Denoise – Enables the render element's denoising, provided the V-Ray Denoiser render element is present.

Derive Raw Channels

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 – Generates data in the raw channels by combining the respective color and the filter color channels.

VFB Color Corrections

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 – Applies the post render color adjustments made from the VFB.

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Channel Types

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The table below provides a list of the channels that can be separated out with the Color Channel render pass.

 


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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 LightingRaw diffuse direct illumination 's diffuse surface ShadowZ-depth of Raw Samplerate
TypeDescription
AlphaAlpha transparency.
AtmosphereAtmospheric effects, such as Environment Fog.

Diffuse

Pure diffuse surface color.
ReflectionReflections on the surface.
RefractionRefractions of a surface.
Self IlluminationSelf-illumination of the surface.
ShadowDiffuse light blocked by other objects.
SpecularSurface specular highlights.
BackgroundImage background, such as any Background Texture specified in the Environment render settings.
CausticsThe 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.

Diffuse

Pure diffuse surface color.
Direct LightLightingDiffuse direct surface lighting.
GIThe diffuse surface global illumination. Only present if Global illumination is enabled.Caustics
Material IDMaterial ID of the object.
Matte ShadowMatte shadow part of the image.
MetalnessShows where a V-Ray Material with Metalness is applied.
Noise LevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the V-Ray Denoiser, but as a standalone render element.
Raw Diffuse FilterA solid mask of raw diffuse surface color information not affected by fresnel falloff.
Raw Direct LightRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw GIRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Raw ReflectionPure surface reflection before it is multiplied by the reflection filter color.
Raw Raw light blocked by other objects.
VelocitySurface velocity of an object. This render element is useful for generating motion blur in post-production.
Render IDNode render ID of the object that contributes most to the pixel value.
Material IDMaterial ID of the object.
Node IDReturns solid un-shaded colors to represent a numerical identifier set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. .EXR and .vrimg formats store as integer values.
Reflection FilterA solid mask of raw reflection information not affected by fresnel falloff.
Coat FilterReflection filter for V-Ray Material Coat layer.
Sheen FilterReflection filter for V-Ray Material Sheen layer.
Raw RefractionPure surface refraction before it is multiplied by the refraction filter color.
Raw Refraction FilterA solid mask of raw refraction information not affected by fresnel falloff.
Raw ShadowRaw light blocked by other objects.
Raw Total LightSum of all raw lighting, both direct and indirect.
ReflectionReflections on Z-Depth the surface.
Reflection FilterReflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This can be considered an alpha channel for reflections.
Reflection IORStores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.
RefractionRefractions of a surfaceRaw ReflectionPure surface reflection before it is multiplied by the reflection filter color.
Refraction FilterThe 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 be considered an alpha channel for refractions.
Refraction Pure surface refraction before it is multiplied by the refraction filter color.
Real ColorShows the original colors that were clamped or adjusted with Color Mapping.
NormalSurface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use Maya's Sampler Info utility texture node.
BackgroundImage background, such as any Background Texture specified in the Environment render settings.
AlphaAlpha transparency.
ColorGeneric render element container used for referencing other render elements of type RenderChannelColor containing color information .
Wire ColorThe wire color of the object as set in the 3ds Max scene. This can be used to generate masks for the objects based on their wire color.
Matte / ShadowMatte shadow part of the image.
Total LightingBoth direct and indirect lighting in the scene.
Raw Total LightingSum of all raw lighting, both direct and indirect.
Bump / NormalNormals 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.
GlossinessReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
RoughnessBakes the Reflection Roughness values in a scene, creating a black and white image.
Sample RateShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Self IlluminationSelf-illumination of the surface.
ShadowDiffuse light blocked by other objects.
SpecularSurface specular highlights.
SSSRenders just the subsurface part of the V-Ray SSS material on a separate layer.
DR BucketIdentifies the render node responsible for rendering a bucket during distributed rendering.
Reflection GlossinessReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection HilightsReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refraction GlossinessReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Shademap Export 
Reflection Alpha 
Reflection IORStores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.
Material Render ID 
Noise LevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.
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Total LightingBoth direct and indirect lighting in the scene.
Unclamped ColorShows the original colors that were clamped or adjusted with Color Mapping.
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