* For Standard materials, the VRayLighting element includes the direct and indirect lighting as well as caustics, while the VRayGlobalIllumination and VRayCaustics elements are black. However for all materials, adding the VRayLighting, VRayGlobalIllumination and VRayCaustics elements always gives the total diffuse surface lighting. ** When an element is filtered, it will be dimmed by atmospheric effects like fog etc. However, when an element is unfiltered, it will not be affected by atmospherics. Example: Render Elements and CombinationsHere are some examples of render elements and their combinations. Note that the original elements were generated by V-Ray on one pass (no re-rendering required). Normally, render elements are added to each other in order to reproduce the final result; however, there are a few exceptions: - the Raw GI and Raw Lighting elements must be multiplied by the Diffuse element before they are added to the final image.
- the Shadow element is not, strictly speaking, a part of the image; however, it can be added to the Raw Lighting element to adjust the shadow intensity. Simply adding the two elements produces lighting as though no shadows were computed.
Also note that multiplying the Raw GI element by the Diffuse element will give the Global Illumination element; multiplying the Raw Lighting element by the Diffuse element gives the Lighting element. This gives the user more freedom for adjusting the scene lighting. |

RGB color |

Real RGB color Notice that the antialiasing is worse on very bright parts (the area light and its reflections) |

Self-illumination only |

Direct Lighting only |
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Global illumination only |

Reflections only |

Refractions only |

Diffuse color only |
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Raw lighting |

Shadows only Note the aliasing at the box shadow. The RGB Color channel does not require more samples in that area. |

Raw GI only |

Raw lighting + shadows (added) The resulting illumination is as though shadows were turned off. |
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Raw lighting * diffuse (multiplied) The result is the same as the Direct Lighting only channel. |

Raw GI * diffuse (multiplied) The result is the same as the GI only channel. |

Self-illumination + Direct lighting + Global illumination + Reflection + Refraction (all added) The result is the same as the Real RGB Color channel. |
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