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


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The following render elements are supported by V-Ray. All render elements support native V-Ray materials while some render elements support standard Maya materials, as noted in the table below.

Note: 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 Reflection and Reflection filter. For Raw GI, you need GI and Diffuse, etc.


Supported Render Elements


Render elementMaya node nameDescription

Atmospheric Effects

vrayRE_Atmospheric_EffectsAtmospheric effects, such as Environment Fog.


vrayRE_Background Image background, such as any Background Texture specified in the Environment overrides.
Bump Normals vrayRE_BumpNormals 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.


vrayRE_Caustics 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.
CoveragevrayRE_Coverage For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
CryptomattevrayRE_CryptomatteUses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
Custom ColorvrayRE_Custom_Color A generic render element container. Use the Alias value to specify which render element it should be used as.
DR BucketvrayRE_DR_Bucket Identifies the render node responsible for rendering a bucket during distributed rendering.
DiffusevrayRE_Diffuse Pure diffuse surface color.
Extra TexturevrayRE_Extra_Tex Renders the entire scene with a single defined texture mapped on all objects.
Global Illumination (GI)


The diffuse surface global illumination. Only present if Global illumination is enabled.
Light Select vrayRE_Light_Select Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.


vrayRE_Lighting Diffuse direct surface lighting.
Material ID vrayRE_Material_ID Material ID of scene objects.

Material Select


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 VRayMtlBlend.

Matte Shadow vrayRE_Matte_shadow Matte shadow part of the image.
Multi Matte vrayRE_Multi_Matte Creates selection masks based on an object ID or material ID.
Multi Matte IDvrayRE_Multi_Matte_ID Returns an integer value in the image that corresponds to the value of the object's multiMatte ID #.
NormalsvrayRE_Normals Surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use Maya's Sampler Info utility texture node.

Object ID

vrayRE_Object_ID Returns solid un-shaded colors to represent a numerical identifiers set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. EXRs and .vrimg formats store as integer values.
Object SelectvrayRE_Object_select 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.
Raw Diffuse FiltervrayRE_Raw_Diffuse_FilterA solid mask of raw diffuse surface color information not affected by fresnel falloff.
Raw GIvrayRE_Raw_GI Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

Raw Light

vrayRE_Raw_Light Raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw ReflectionvrayRE_Raw_Reflection Pure surface reflection before it is multiplied by the reflection filter color.
Raw Reflection FiltervrayRE_Raw_Reflection_FilterA solid mask of raw reflection information not affected by fresnel falloff.

Raw Refraction

vrayRE_Raw_Refraction Pure surface refraction before it is multiplied by the refraction filter color.
Raw Refraction FiltervrayRE_Raw_Refraction_FilterA solid mask of raw refraction information not affected by fresnel falloff.
Raw ShadowvrayRE_Raw_Shadow Raw light blocked by other objects.
Raw Total LightvrayRE_Raw_Total_Light Sum of all raw lighting, both direct and indirect.
Reflect IORvrayRE_Reflect_IORStores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.
ReflectionvrayRE_Reflection Reflections on the surface.
Reflection Filter vrayRE_Reflection_Filter 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.
Reflection GlossinessvrayRE_Reflection_glossiness Returns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Highlight GlossinessvrayRE_Reflection_hilight_glossiness Returns a float value that corresponds with the Highlight Glossiness value of an object's material.
RefractionvrayRE_Refraction Refractions through a surface.
Refraction Filter vrayRE_Refraction_Filter 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.
Refraction GlossinessvrayRE_Refraction_glossiness Returns a float value that corresponds to the Refraction Glossiness value of an object's material.
Render ID vrayRE_Render_ID Node render ID of the object that contributes most to the pixel value.
SSSvrayRE_SSS Renders just the subsurface part of the VRaySSS2 material on a separate layer.
Sample Rate vrayRE_Sample_Rate Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Sampler InfovrayRE_Sampler_InfoProvides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used f.e. for world position passes or normal passes.
Self Illumination vrayRE_Self_Illumination Self-illumination of the surface.
ShadowvrayRE_Shadow Diffuse light that is blocked by other objects.
SpecularvrayRE_Specular Surface specular highlights.
ToonvrayRE_ToonStores results of V-Ray Toon rendering effect.
Total LightvrayRE_Total_Light Total lighting in the scene, both direct and indirect.
Unclamped ColorvrayRE_Unclamped_ColorThe unclamped or adjusted image color before Color Mapping settings are applied.
VelocityvrayRE_Velocity Surface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depth vrayRE_Z_depth Z-depth of surfaces in the scene.