The Render Channels Container allows you to extract one or more render elements from the final image. Lighting – The diffuse direct surface lighting. Specular – The surface specular highlights. Self Illumination – The self-illumination of the surface. GI – The diffuse surface global illumination. Refraction – The refractions on the surface. Background – The image background as set in the scene, with the rest of the image rendered as black. Reflection – The reflections on the surface. Diffuse – The pure diffuse surface color. Shadows – Atmosphere – Atmospheric effects. Sample Rate – Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. Bump Normal – The normals generated by bump maps. DR Bucket – Allows you to extract an image which shows which bucket was rendered by which machine during distributed rendering. Normals – The surface normals. Material ID – Provides a mask for individual objects and materials that are easy to select in compositing software. - Shows each material as a solid unshaded color.
- Supports anti-aliasing at the edges of objects where they meet other objects or the background.
- This channel is not supported in RT GPU rendering.
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Material ID (no AA) – Provides a mask for individual objects and materials that are easy to select in compositing software. - Shows each material as a solid unshaded color.
- Assigns a Material ID to each pixel in the render element
- Does not support anti-aliasing as each pixel can have only a single Material ID assigned to it.
- This channel is supported in RT GPU rendering.
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Render ID – Creates selection masks based on the node handle of each object. MultiMatte Materials – Creates red, green and blue selection masks based on the ID Number set within the V-Ray material. |