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

Overview


The following render elements are supported by V-Ray. All render elements support native V-Ray materials while some render elements support standard Houdini 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 elementHoudini node nameDescription

Atmosphere

V-Ray RenderChannelColorAtmospheric effects, such as Environment Fog.

Background

V-Ray RenderChannelColorImage background, such as any Background Texture specified in the Environment overrides.
Bump Normals  V-Ray RenderChannelBumpNormalsNormals 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.

Caustics

V-Ray RenderChannelColorThe 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.
Coverage V-Ray RenderChannelCoverageFor each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
CryptomatteV-Ray RenderChannelCryptomatteUses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
DR BucketV-Ray RenderChannelDRBucketIdentifies the render node responsible for rendering a bucket during Distributed Rendering.
DiffuseV-Ray RenderChannelColorPure diffuse surface color.
ExtraTex
V-Ray RenderChannelExtraTexRenders the entire scene with one texture mapped on all objects.
Global Illumination (GI)

V-Ray RenderChannelColor

The diffuse surface global illumination. Only present if Global Illumination is enabled.
Light Select V-Ray RenderChannelLightSelectExtracts the contribution of a light or a set of lights to the scene to a separate render element.

Direct Lighting

V-Ray RenderChannelColorDiffuse direct surface lighting.
Material ID V-Ray RenderChannelColorMaterial ID of the object.
Matte Shadow V-Ray RenderChannelColorMatte shadow part of the image.
MultiMatteV-Ray RenderChannelMultiMatteCreates selection masks based on an Object ID or Material ID.
Node ID V-Ray RenderChannelColorReturns solid unshaded colors to represent a numerical identifiers. Useful for selection masks. EXRs and .vrimg formats store as integer values.
Noise LevelV-Ray RenderChannelColorShows the level of noise in the scene.
NormalsV-Ray RenderChannelNormalsSurface 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.
Raw Diffuse FilterV-Ray RenderChannelColorA solid mask of raw diffuse surface color information not affected by fresnel falloff.
Raw GIV-Ray RenderChannelColorRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global Illumination is enabled.

Raw Lighting

V-Ray RenderChannelColorRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw ReflectionV-Ray RenderChannelColorPure surface reflection before it is multiplied by the reflection filter color.
Raw Reflection FilterV-Ray RenderChannelColorA solid mask of raw reflection information not affected by fresnel falloff.

Raw Refraction

V-Ray RenderChannelColorPure surface refraction before it is multiplied by the refraction filter color.
Raw Refraction FilterV-Ray RenderChannelColorA solid mask of raw refraction information not affected by fresnel falloff.
Raw ShadowV-Ray RenderChannelColorRaw light blocked by other objects.
Raw Total LightingV-Ray RenderChannelColorSum of all raw lighting, both direct and indirect.
Reflection IORV-Ray RenderChannelColorStores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.
ReflectionV-Ray RenderChannelColorReflections on the surface.
Reflection AlphaV-Ray RenderChannelColorUsed by matte materials to store the alpha of the reflections.
Reflection Filter V-Ray RenderChannelColorReflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This can be considered an alpha channel for reflections.
Reflection GlossinessV-Ray RenderChannelColorReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
RefractionV-Ray RenderChannelColorRefractions of a surface.
Refraction Filter V-Ray RenderChannelColorThe 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 can be considered an alpha channel for refractions.
Refraction GlossinessV-Ray RenderChannelColorReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Render ID V-Ray RenderChannelRenderID Node render ID of the object that contributes most to the pixel value.
SSSV-Ray RenderChannelColorRenders just the subsurface part of the VRaySSS2 material on a separate layer.
Sample Rate V-Ray RenderChannelColorShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Self Illumination V-Ray RenderChannelColorSelf-illumination of the surface.
ShadowV-Ray RenderChannelColorDiffuse light blocked by other objects.
SpecularV-Ray RenderChannelColorSurface specular highlights.
Total LightingV-Ray RenderChannelColorTotal lighting in the scene, both direct and indirect.
Unclamped ColorV-Ray RenderChannelColorThe unclamped or adjusted image color before Color Mapping settings are applied.
VelocityV-Ray RenderChannelVelocitySurface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depth V-Ray RenderChannelZDepthZ-depth of the surface.
V-Ray ToonV-Ray RenderChannelToonStores results of V-Ray Toon rendering effect.

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