This page is about render elements and their basic usage.
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When using the V-Ray frame buffer, V-Ray writes render elements only if you specify either one of the V-Ray raw image file output or the Separate render channels options. If you want to specify the render elements outputs using the 3ds Max Render Output field or using the output options of the various render elements, then you have to disable the V-Ray frame buffer. |
To use render elements, click the Add button to add the render elements you wish to generate at render time. When you render the scene, the added render elements also render. The exception is the RGB color Render Element, which renders automatically without needing to be added. |
Render Elements in V-Ray break down into four major groups:
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The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard 3ds Max materials, and are noted in the table below.
In order to render a correct Raw render pass you need to also render the corresponding main element and filter i.e. for Raw Reflection you need Reflection and Reflection filter, for Raw GI you need GI and Diffuse filter, etc. |
Render element name | VRayMtl | Standard material support | Filtering control | Transparency support | Color Depth of EXR floating-point channels1 | Description |
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MultiMatte | N/A | 16bit/32bit | Creates selection masks based on object G-buffer ID or material ID. | |||
16bit/32bit | Alpha transparency | |||||
VRayAO5 | 16bit/32bit | Ambient occlusion effect | ||||
2 | 16bit/32bit | Atmospheric effects | ||||
16bit/32bit | The image background | |||||
VRayBackToBeauty | – | – | – | – | 16bit/32bit | Expands as all beauty elements for the actual rendering. |
VRayBumpNormals | 16bit/32bit | The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space. | ||||
4 | 16bit/32bit | The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics. | ||||
VRayCoatFilter | 16bit/32bit | Reflection filter for VRayMtl Coat layer. | ||||
VRayCoatGlossiness | 16bit/32bit | Returns a float value that corresponds with the Coat Glossiness value of the VRayMtl Coat layer. | ||||
VRayCoatReflection | 16bit/32bit | Indirect reflections coming from the Coat layers of VRayMtl used in the scene. | ||||
VRayCoatSpecular | 16bit/32bit | Direct surface specular highlights coming from the VRayMtl Coat layer used in the scene. | ||||
VRayCryptomatte6 | forced 32bit (for multi-channel files) | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. | ||||
VRayDenoiser 7 | 16bit/32bit | Applies a denoising operation to the image after it is rendered (with the necessary channels). | ||||
VRayDiffuseFilter | 16bit/32bit | The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting. | ||||
VRayDRBucket | N/A | N/A | N/A | N/A | 16bit/32bit | Shows which render node rendered which bucket during distributed rendering |
VRayExtraTex | N/A | N/A | N/A | forced 32bit (optional for multi-channel files) | Renders the entire scene with one texture mapped on all objects. | |
VRayGlobalIllumination | 4 | 2 | 16bit/32bit | The diffuse surface global illumination. Only present if Global illumination is enabled. | ||
16bit/32bit | The diffuse direct surface lighting. | |||||
VRayLightingAnalysis | 16bit/32bit | Provides visual representation of the lighting intensity within a rendered frame. | ||||
VRayLightMix | N/A | N/A | N/A | N/A | 16bit/32bit | Adjusts intensity and color of lights and light emitting materials during and after render directly from the VFB. |
VRayLightSelect | 16bit/32bit | Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. | ||||
VRayMatteShadow | 16bit/32bit | The matte shadow part of the image. | ||||
VRayMetalness | 16bit/32bit | Creates a black and white image, which can be used as a metalness mask when creating PBR shaders. | ||||
VRayMtlID | The material ID of the object. | |||||
VRayMtlReflectGlossiness | 16bit/32bit | Grayscale image from materials' reflection glossiness amount. | ||||
VRayMtlReflectHilightGlossiness | 16bit/32bit | Grayscale image from materials' highlight glossiness amount. | ||||
VRayMtlReflectIOR | N/A | 16bit/32bit | Grayscale float image from materials' Fresnel reflections IOR amount. | |||
VRayMtlRefractGlossiness | 16bit/32bit | Grayscale image from materials' refraction glossiness amount. | ||||
16bit/32bit | This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend. | |||||
VRayNoiseLevel | 16bit/32bit | Outputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element. | ||||
VRayNormals | 16bit/32bit | The surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element. | ||||
3 | The object G-buffer ID (set through the node's Properties dialogue). | |||||
VRayObjectSelect8 | 16bit/32bit | Stores only the object(s) called out with a specific Object or Material ID. | ||||
VRayOptionRE | N/A | N/A | N/A | N/A | 16bit/32bit | Controls some internal settings for V-Ray that are otherwise inaccessible. |
VRayRawCoatFilter | 16bit/32bit | Creates a solid mask showing the areas of reflection in the Coat layer without being affected by Fresnel. | ||||
VRayRawCoatReflection | 16bit/32bit | Pure surface indirect reflection from a VRayMtl Coat layer before it is multiplied by the reflection filter color. | ||||
VRayRawDiffuseFilter | 16bit/32bit | A solid mask of raw diffuse surface color information not affected by fresnel falloff. | ||||
VRayRawGlobalIllumination | 2 | 16bit/32bit | The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. | |||
2 | 16bit/32bit | The raw diffuse direct illumination before it's multiplied by the diffuse surface color. | ||||
VRayRawReflection | 16bit/32bit | The pure surface reflection, before it is multiplied by the reflection filter color. | ||||
VRayRawReflectionFilter | N/A | 16bit/32bit | A solid mask of raw reflection information not affected by fresnel falloff. | |||
16bit/32bit | The pure surface refraction before it is multiplied by the refraction filter color. | |||||
VRayRawRefractionFilter | N/A | 16bit/32bit | A solid mask of raw refraction information not affected by fresnel falloff. | |||
VRayRawShadow | 2 | 16bit/32bit | The raw light that was blocked by other objects. | |||
VRayRawSheenFilter | 16bit/32bit | Holds information similar to Sheen Filter RE, but without being affected by Fresnel. | ||||
VRayRawSheenReflection | 16bit/32bit | Pure surface indirect reflection from a VRayMtl Sheen layer before it is multiplied by the reflection filter color. | ||||
VRayRawTotalLighting | 16bit/32bit | The sum of all raw lighting - direct and indirect. | ||||
VRayReflection | 2 | 16bit/32bit | The reflections on the surface. | |||
VRayReflectionFilter | 2 | 16bit/32bit | The reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered as an alpha channel for the reflections. | |||
VRayRefraction | 2 | 16bit/32bit | The refractions on the surface. | |||
VRayRefractionFilter | 2 | 16bit/32bit | The refraction filter (the color by which the raw refractions are multiplied to give the final surface refraction). This may be considered as an alpha channel for the refractions. | |||
VRayRenderID | 3 | The node render ID of the object that contributes most to the pixel value. | ||||
VRayRenderTime | 16bit/32bit | Shows a floating-point number for each pixel's render time measured in milliseconds. | ||||
VRayRoughness | 16bit/32bit | Bakes the Reflection Roughness values in a scene, creating a black and white image. | ||||
VRaySampleRate | N/A | N/A | N/A | N/A | 16bit/32bit | Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. |
VRaySamplerInfo | N/A | N/A | N/A | N/A | forced 32bit (for multi-channel files) | Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes. |
VRaySelfIllumination | 16bit/32bit | The self-illumination of the surface. | ||||
VRayShadows | 2 | 16bit/32bit | The diffuse light that was blocked by other objects. | |||
VRaySheenFilter | 16bit/32bit | Reflection filter for VRayMtl Sheen layer. | ||||
VRaySheenGlossiness | 16bit/32bit | Returns a float value that corresponds with the Sheen Glossiness value of the VRayMtl Sheen layer. | ||||
VRaySheenReflection | 16bit/32bit | Indirect reflections coming from the Sheen layer(s) of VRayMtl used in the scene. | ||||
VRaySheenSpecular | 16bit/32bit | Direct surface specular highlights coming from the VRayMtl Sheen layer used in the scene. | ||||
VRaySpecular | 2 | 16bit/32bit | The surface specular highlights. | |||
VRaySSS2 | 16bit/32bit | Renders just the subsurface part of VRaySSS2 and VRaySkinMtl materials on a separate layer. | ||||
VRayToon | 16bit/32bit | Stores the toon outlines information. | ||||
VRayTotalLighting | 16bit/32bit | The total lighting in the scene, direct and indirect. | ||||
VRayUnclampedColor | 2 | 16bit/32bit | The unclamped image color. | |||
VRayVelocity | 16bit/32bit | The surface velocity. This channel will not be generated if 3d motion blur is enabled. | ||||
VRayWireColor | 16bit/32bit | The 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. | ||||
VRayZDepth | forced 32bit (for multi-channel files) | The z-depth of the surface. | ||||
VRScansPMaskElement | 16bit/32bit | Allows color changes to a V-Ray Scanned Material in compositing. | ||||
VRScansZone | Shows the zone that is a map of the sub-materials. The rendered image is monochrome. The white color specifies the selected zone, whereas the black color specifies the other parts of the image. |
1 – For all image formats except EXR the render elements depend on their respective channels' output settings.
2 – When Enable Filtering is on, the element is dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it is not affected by atmospherics.
3 – Filtering is never applied to this Render Element.
4 – 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.
5 – The background is calculated with unoccluded color by design. You can use compositing with the V-Ray Frame Buffer (VFB).
6 – Forces 32bit only for cryptomatte layers.
7 – The channels needed for the denoise operation are automatically generated when the render element has been added before rendering.
8 – For VRayObjectSelect RE, only Raw mode is currently supported in vrscene export.
Notes
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