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This page provides a list of all the render elements supported in V-Ray for SketchUp.

 

Overview


The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard SketchUp materials. This is noted in the table below.

 

Supported Render Elements


Render element nameVRayMtl supportStd material supportFiltering controlTransparency supportDescription
AtmosphereAtmospheric effects

Background

✓ **

The image background.
Bump NormalsThe normals generated by bump maps, in screen space (which is not the same as camera space).

Caustics

– *

✓ **

The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.
CryptomatteUses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
DenoiserApplies a denoising operation to the image after it is rendered (with the necessary channels).
Diffuse✓ **The pure diffuse surface color. Note that this is different from the standard SketchUp Diffuse render element, which contains the diffuse surface lighting.
DR BucketN/AN/AN/AN/AShows which render node rendered which bucket during distributed rendering
ExtraTexN/AN/AN/ARenders the entire scene with one texture mapped on all objects.
Geometric Normals

The surface normals.
Global Illumination

– *

✓ **The diffuse surface global illumination. Only present if Global illumination is enabled.

Lighting

✓ *

✓ **

The diffuse direct surface lighting.
Lighting AnalysisProvides visual representation of the lighting intensity within a rendered frame.
Material ID Color

The material ID color of the object.
Material ID Number

The material ID number of the object.
Matte ShadowsThe matte shadow part of the image
MultiMatte MaterialsCreates selection masks based on an object's material ID.
MultiMatte ObjectsCreates selection masks based on an object's ID.
Normals and BumpThe normals generated by bump maps
Object ID***Object G-buffer ID.
Raw GI✓ **The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

Raw Light

✓ **

The raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw Reflection

✓ **

The pure surface reflection before it's multiplied by the reflection filter color.

Raw Refraction

✓ **

The pure surface refraction before it's multiplied by the refraction filter color.
Raw Shadows✓ **The raw light that was blocked by other objects.
Raw Total LightThe sum of all raw lighting - direct and indirect
Reflection✓ **The reflections on the surface.
Reflection Filter✓ **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.
Refraction✓ **

The refractions on the surface.
Refraction Filter✓ **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.
Render ID

The node render ID of the object that contributes most to the pixel value.
Sample RateN/AN/AN/AN/AShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Self Illumination✓ **The self-illumination of the surface.
Shadows✓ **The diffuse light that was blocked by other objects.
Specular✓ **The surface specular highlights.
Subsurface ScatteringRenders just the subsurface part of BRDFSSS2Complex material on a separate layer.
Total LightThe total lighting in the scene - direct and indirect
Z-DepthThe z-depth of the surface.

 

Footnotes


* 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.

***By right-clicking on any group or component directly in the viewport, you can manage all Object IDs in the scene.