This page provides information about the V-Ray Render Elements in Cinema 4D.
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V-Ray supports the following render elements. All render elements support native V-Ray materials.
In order to render a correct Raw render pass, you need to also render the corresponding main element and filter. For example, Raw Reflection will require you to render the Reflection and Reflection filter. For Raw GI, you need GI and Diffuse, etc. |
Render element | Color Depth of EXR floating-point channels | Description |
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Background | 16bit/32bit | Image background, such as any Background Texture specified in the Environment overrides. |
Lighting | 16bit/32bit | Diffuse direct surface lighting. |
Global Illumination (GI) | 16bit/32bit | The diffuse surface global illumination. Only present if Global illumination is enabled. |
Reflection | 16bit/32bit | All indirect reflections from a surface. |
Refraction | 16bit/32bit | Refractions through a surface. |
Specular | 16bit/32bit | All direct specular highlights coming from a surface. |
SSS | 16bit/32bit | Renders just the subsurface part of the VRaySSS2 material on a separate layer. |
Self Illumination | 16bit/32bit | Self-illumination of the surface. |
16bit/32bit | 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. | |
16bit/32bit | Atmospheric effects, such as Environment Fog. |
Render element | Color Depth of EXR floating-point channels | Description |
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Diffuse | 16bit/32bit | Pure diffuse surface color. |
Shadow | 16bit/32bit | Diffuse light that is blocked by other objects. |
Total Light | 16bit/32bit | Total lighting in the scene, both direct and indirect. |
Reflection Filter | 16bit/32bit | Reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered an alpha channel for reflections. |
Refraction Filter | 16bit/32bit | The 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 may be considered an alpha channel for refractions. |
Light Mix | Provides adjustment control to the lights in the scene from inside the V-Ray Frame Buffer. | |
16bit/32bit | Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. | |
Reflection IOR | Used to enhance or reduce Fresnel IOR effects in the final composite. | |
16bit/32bit | Returns a float value that corresponds with the Reflection Glossiness value of an object's material. | |
Refraction Glossiness | 16bit/32bit | Returns a float value that corresponds to the Refraction Glossiness value of an object's material. |
Reflection Highlight Glossiness | Returns a grayscale image that corresponds to the value in the Highlight Glossiness of the materials in the scene. | |
Metalness | 16bit/32bit | Returns a grayscale image that corresponds to the metalness values of the materials in the scene. |
Coat | 16bit/32bit | Isolates the reflected light in the scene. |
Coat Filter | 16bit/32bit | Reflection filter for V-Ray Material Coat layer. |
Coat Reflection | 16bit/32bit | Indirect reflections coming from the Coat layers of the V-Ray Material used in the scene. |
Coat Glossiness | 16bit/32bit | Returns a float value that corresponds with the Coat Glossiness value of the V-Ray Material Coat layer. |
Sheen | 16bit/32bit | Isolates the reflected light in the scene. |
Sheen Filter | 16bit/32bit | Reflection filter for V-Ray Material Sheen layer. |
Sheen Reflection | 16bit/32bit | Indirect reflections coming from the Sheen layer(s) of V-Ray Material used in the scene. |
Sheen Glossiness | 16bit/32bit | Returns a float value that corresponds with the Sheen Glossiness value of the V-Ray Material Sheen layer. |
Toon | 16bit/32bit | Creates a toon-like effect on the render. |
Render element | Color Depth of EXR floating-point channels | Description |
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Material ID | – | Material ID of scene objects. |
16bit/32bit | Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl. | |
Multi Matte | Uses a single R, G, or B channel to create a matte. | |
Multi Matte ID | Isolates objects with specific Multi Matte IDs for compositing purposes. | |
– | Returns solid un-shaded colors to represent numerical identifiers set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. EXRs and .vrimg formats are stored as integer values. | |
Object Select | 16bit/32bit | Renders only the object(s) called out with a specific Object or Material ID. This effect is reversible to create a render element that excludes a particular object or objects according to Object or Material ID. |
Render ID | – | Node render ID of the object that contributes most to the pixel value. |
forced 32bit (for multi-channel files) | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. | |
Matte Shadow | 16bit/32bit | The matte shadow part of the image. |
Render element | Color Depth of EXR floating-point channels | Description |
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Normals | 16bit/32bit | Surface normals in screen space (which is not the same as camera space). |
Bump Normals | 16bit/32bit | Normals 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. |
Z-depth | forced 32bit (for multi-channel files) | Z-depth of surfaces in the scene. |
16bit/32bit | Surface velocity of an object. This render element is useful for generating motion blur in post-production. |
Render element | Color Depth of EXR floating-point channels | Description |
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Sample Rate | 16bit/32bit | Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel. |
Extra Tex(ture) | forced 32bit (optional for multi-channel files) | Renders the entire scene with a single defined texture mapped on all objects. |
Coverage | 16bit/32bit | For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel. |
Sampler Info | 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 for world position passes or normal passes. |
DR Bucket | 16bit/32bit | Displays the machine that rendered each bucket when using distributed rendering with the Bucket Image Sampler. |
Render element | Color Depth of EXR floating-point channels | Description |
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16bit/32bit | Raw diffuse direct illumination before it's multiplied by the diffuse surface color. | |
Raw GI | 16bit/32bit | Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. |
Raw Total Light | 16bit/32bit | The sum of all raw lighting, both direct and indirect. |
Raw Reflection | 16bit/32bit | Pure surface indirect reflection before it is multiplied by the reflection filter color. |
16bit/32bit | Pure surface refraction before it is multiplied by the refraction filter color. | |
Raw Coat Filter | 16bit/32bit | Creates a solid mask showing the areas of reflection in the Coat layer without being affected by Fresnel. |
Raw Coat Reflection | 16bit/32bit | Pure surface indirect reflection from a V-Ray Material Coat layer before it is multiplied by the reflection filter color. |
Raw Sheen Filter | 16bit/32bit | Holds information similar to Sheen Filter RE, but without being affected by Fresnel. |
Raw Shadow | 16bit/32bit | Raw light that is blocked by other objects. |
16bit/32bit | Pure surface indirect reflection from a V-Ray Material Sheen layer before it is multiplied by the reflection filter color. |