Please note that this documentation space offers information for V-Ray 3.6! For most up-to-date documentation, refer to V-Ray Next for Modo help.

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

 

Page Contents

 

Overview


The following render elements are supported by V-Ray.

 

Supported Render Elements


 

Render elementModo nameDescription
Ambient OcclusionAmbient OcclusionRenders the entire scene with one texture mapped onto all objects.
Bump NormalsShading NormalNormals 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.
Diffuse FilterDiffuse CoefficientPure diffuse surface color.
dPdu VectordPdu VectorProvides a world space vector that points in the direction of increasing U at each point on the surface that contains a UV map.
dPdv VectordPdv VectorProvides a world space vector that points in the direction of increasing V at each point on the surface that contains a UV map.
Geometric NormalGeometric NormalRenders all meshes visible in the scene with a color ramp based on the angle of the polygon normal.
Global Illumination (GI)Diffuse Shading (Indirect)The diffuse surface global illumination. Only present if Global Illumination is enabled.
Light SelectLight SelectExtracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.

Light

Diffuse Shading (Direct)Diffuse direct surface lighting.
Matte ShadowShadow DensityMatte shadow part of the image.
Object CoordinatesObject CoordinatesThe Red, Green, and Blue channels contain the un-deformed object space X, Y, and Z coordinates of any visible surfaces at render time.
Raw GI Illumination (Indirect)Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global Illumination is enabled.

Raw Lighting

Illumination (Direct)Raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw Total LightIllumination (Total)Sum of all raw lighting, both direct and indirect.
ReflectionReflection ShadingReflections on the surface.
Reflection FilterReflection CoefficientReflection 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 OcclusionReflection OcclusionShows whether a reflection ray bouncing off an object in the scene has hit any other objects within the scene.
Reflection RoughnessRoughnessStores reflection roughness as a grayscale image where white areas have the most reflection roughness.
RefractionTransparent ShadingRefractions through a surface.
Refraction FilterTransparent ColorThe 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.
V-Ray Render Maskn/aSeparates specific objects in the render so that changes made to them are the only part of the render that updates when rerendering.
Sample RateShaded AA SamplesShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Self IlluminationLuminous ShadingSelf-illumination of the surface.
Shading IncidenceShading IncidenceA grayscale image that represents the surfaces' angles relative to the camera.
SpecularSpecular ShadingSurface specular highlights.
SSSSubsurface ShadingRenders just the subsurface part of the VRaySSS2 material on a separate layer.
Surface IDSurface IDRenders each material in the scene that is renderable with a random color value.
Total LightDiffuse Shading (Total)Total lighting in the scene, both direct and indirect.
UV CoordinatesUV CoordinatesProvides information about the shaded points as UVW coordinates.
VelocityMotion VectorSurface velocity of an object. This render element is useful for generating motion blur in post-production.
World CoordinatesWorld CoordinatesP rovides a render output where the Red, green and Blue channels produce the final world space X, Y and Z coordinates of all surfaces visible at render time.
Z-depthDepthZ-depth of surfaces in the scene.
Atmospheric Effects Atmospheric EffectsAtmospheric effects, such as Environment Fog.
BackgroundBackgroundImage background, such as any Background Texture.
CausticsCausticsThe 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.
CoverageCoverageFor each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
Material IDMaterial ID (color)Material ID of scene objects.
Object IDObject ID (integer, no AA)Returns solid un-shaded colors to represent numerical identifiers set from the V-Ray Geometry Properites. Useful for selection masks. EXRs and .vrimg formats store as integer values.
Raw Diffuse FilterRaw Diffuse FilterA solid mask of raw diffuse surface color information not affected by fresnel falloff.
Raw ReflectionRaw ReflectionPure surface reflection before it is multiplied by the reflection filter color.
Raw Reflection FilterRaw Reflection FilterA solid mask of raw reflection information not affected by fresnel falloff.
Raw RefractionRaw RefractionPure surface refraction before it is multiplied by the refraction filter color.
Raw Refraction FilterRaw Refraction FilterA solid mask of raw refraction information not affected by fresnel falloff.
Raw ShadowRaw ShadowRaw light blocked by other objects.
Render IDRender ID (integer, no AA)Node render ID of the object that contributes most to the pixel value.
ShadowShadowDiffuse light that is blocked by other objects.
ToonToonStores results of the V-Ray Toon Render Effect.
CryptomatteCryptomatteUses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
Multi MatteMulti MatteCreates selection masks based on an Object ID or Material ID.