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V-Ray supports multi-layered G-Buffer output required for writing .rla and .rpf files, as well as by many 3ds Max render effects. V-Ray will automatically generate generates the G-buffer channels requested by the image output and the render effects so there is no need to select these manually.
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3ds Max Channel Name | Supported by V-Ray | Description | ||||||
Z |
| Depth buffer (distance to the camera XY plane). | ||||||
Material Effects |
| The material ID. | ||||||
Object |
| The object node ID that is set through the Properties dialog of an object. | ||||||
UV Coordinates |
| The surface UV coordinates. V-Ray will always output outputs the UV coordinates for mapping channel 1. | ||||||
Normal |
| The surface normal relative to the camera. | ||||||
Non-Clamped Color |
| The real unclamped pixel color, before any color mapping is applied to the pixels. Like with the scanline renderer, this channel does not store atmospheric effects. | ||||||
Coverage |
| The contribution of an object to the image pixel. | ||||||
Node Render ID |
| A unique ID assigned to each node by the renderer. | ||||||
Color |
| The material color for the object. Like with the scaneline scanline renderer, this does not include any atmospheric effects. | ||||||
Transparency |
| The material transparency for the object. Like with the scanline renderer, this does not include atmospherics. | ||||||
Velocity |
| The surface velocity relative to the camera. | ||||||
Sub-Pixel Weight |
| The contribution of an object to the image pixel including transparencies. | ||||||
Sub-Pixel Mask |
| A bit mask for the contribution of an object to a pixel. The Sub-Pixel Mask channel is meaningless when AA filters, depth of field, and motion blur are taken into consideration, which is why V-Ray does not support it. |
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