This render element is enabled through the Render Elements tab of the Render Setup window in 3ds Max and displays its parameters in a rollout at the bottom of the window: VrayVFB – Enables the render element inside the V-Ray frame buffer. Deep output – Specifies whether to include this render element in deep images. Type – Controls the type of render element produced by VRaySamplerInfo: Point – The X, Y, and Z coordinates of the point are converted to RGB data according to the coord system that is set. This outputs a Position Pass for use in compositing. Normal vector – The direction of the normal at the particular shaded point according to which coord system is set. Reflection vector – Commonly used for adjusting reflections in the composite. Refraction vector – Commonly used for adjusting refractions in the composite. UVW coordinates – Extracts the UVW coordinates of the object at the particular shaded point. This can be used to apply another texture at a composite level. Normal vector with bump mapping – Produces the bump normal according to the coord system that is set. Backward occlusion – The red and green components of this render element represent the screen position of the shaded point at the beginning of the motion-blurred frame, while the blue component represents camera occlusion at the beginning of the motion-blurred frame. Together with the Forward occlusion render element, this can be used for denoising and/or post-process motion blur. Forward occlusion – The red and green components of this render element represent the screen position of the shaded point at the end of the motion-blurred frame, while the blue component represents camera occlusion at the end of the motion-blurred frame. Together with the Backward occlusion render element, this can be used for denoising and/or post-process motion blur. Integer ID from node user attribute – Extracts any integer node user property into an integer render element. Can be used as an extended Object ID. Float number from node user attribute – Extracts any floating-point node user property into a single-channel floating-point render element. Can be used to extract additional masks. Tangent vector in object space – Displays tangent vector according to the Object space. Bitangent vector in object space – Displays bitangent vector according to the Object space. Point multiplier – Acts as a multiplier when type is set to Point. Refract IOR – Sets the index of refraction when Refraction vector is set as the type. UVW channel – The UVW mapping channel used when the type is set to UVW coordinates. UVW mode – Specifies what happens to UVW values outside the 0.0-1.0 range of the unit texture square: Normal – Stores the UVW coordinates without modification. Clamp – UVW coordinates above 1.0 are clamped to 1.0, and values below 0.0 are clamped to 0.0. Tile – Wraps the UVW coordinates to the unit texture square. Coord system – Controls the coordinate system used: World – X, Y, and Z coordinates (in world space) of the point are converted to RGB data. Object – X, Y, and Z coordinates (in object space) of the point are converted to RGB data. Camera – X, Y, and Z coordinates (in camera space) of the point are converted to RGB data. relative – X, Y, and Z coordinates in the object space of the relative node are converted to RGB data. Relative node – When coord system is set to relative, this specifies the scene node relative to which the point/vector data is stored. Output – Controls the way data is stored in the render element when the type is a normal vector, or a reflection/refraction direction: Vector (signed) – Values are stored directly without modification, including negative components. Color (unsigned) – Values are scaled down by 0.5 and offset by 0.5 so that (0, 0, 0) maps to (0.5, 0.5, 0.5), (-1, -1, -1) maps to (0, 0, 0) and (1,1,1) maps to (1,1,1). This avoids negative values which might be necessary for some compositing packages. User attribute – Determines which user attribute to connect to when Integer ID from node user attribute or Float number from node user attribute are selected as type. Occlusion bias – Controls the positional bias of the Backward occlusion & Forward occlusion types in order to prevent incorrect self-occlusion. |