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 element | Modo name | Description |
---|---|---|
Ambient Occlusion | Ambient Occlusion | Renders the entire scene with one texture mapped onto all objects. |
Bump Normals | Shading Normal | 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. |
Diffuse Filter | Diffuse Coefficient | Pure diffuse surface color. |
dPdu Vector | dPdu Vector | Provides a world space vector that points in the direction of increasing U at each point on the surface that contains a UV map. |
dPdv Vector | dPdv Vector | Provides a world space vector that points in the direction of increasing V at each point on the surface that contains a UV map. |
Geometric Normal | Geometric Normal | Renders 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 Select | Light Select | Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. |
Diffuse Shading (Direct) | Diffuse direct surface lighting. | |
Matte Shadow | Shadow Density | Matte shadow part of the image. |
Object Coordinates | Object Coordinates | The 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. |
Illumination (Direct) | Raw diffuse direct illumination before it's multiplied by the diffuse surface color. | |
Raw Total Light | Illumination (Total) | Sum of all raw lighting, both direct and indirect. |
Reflection | Reflection Shading | Reflections on the surface. |
Reflection Filter | Reflection Coefficient | 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 Occlusion | Reflection Occlusion | Shows whether a reflection ray bouncing off an object in the scene has hit any other objects within the scene. |
Reflection Roughness | Roughness | Stores reflection roughness as a grayscale image where white areas have the most reflection roughness. |
Refraction | Transparent Shading | Refractions through a surface. |
Refraction Filter | Transparent Color | 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. |
V-Ray Render Mask | n/a | Separates specific objects in the render so that changes made to them are the only part of the render that updates when rerendering. |
Sample Rate | Shaded AA Samples | Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel. |
Self Illumination | Luminous Shading | Self-illumination of the surface. |
Shading Incidence | Shading Incidence | A grayscale image that represents the surfaces' angles relative to the camera. |
Specular | Specular Shading | Surface specular highlights. |
SSS | Subsurface Shading | Renders just the subsurface part of the VRaySSS2 material on a separate layer. |
Surface ID | Surface ID | Renders each material in the scene that is renderable with a random color value. |
Total Light | Diffuse Shading (Total) | Total lighting in the scene, both direct and indirect. |
UV Coordinates | UV Coordinates | Provides information about the shaded points as UVW coordinates. |
Velocity | Motion Vector | Surface velocity of an object. This render element is useful for generating motion blur in post-production. |
World Coordinates | World Coordinates | P 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-depth | Depth | Z-depth of surfaces in the scene. |
Atmospheric Effects | Atmospheric Effects | Atmospheric effects, such as Environment Fog. |
Background | Background | Image background, such as any Background Texture. |
Caustics | 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. |
Coverage | Coverage | For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel. |
Material ID | Material ID (color) | Material ID of scene objects. |
Object ID | Object 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 Filter | Raw Diffuse Filter | A solid mask of raw diffuse surface color information not affected by fresnel falloff. |
Raw Reflection | Raw Reflection | Pure surface reflection before it is multiplied by the reflection filter color. |
Raw Reflection Filter | Raw Reflection Filter | A solid mask of raw reflection information not affected by fresnel falloff. |
Raw Refraction | Raw Refraction | Pure surface refraction before it is multiplied by the refraction filter color. |
Raw Refraction Filter | Raw Refraction Filter | A solid mask of raw refraction information not affected by fresnel falloff. |
Raw Shadow | Raw Shadow | Raw light blocked by other objects. |
Render ID | Render ID (integer, no AA) | Node render ID of the object that contributes most to the pixel value. |
Shadow | Shadow | Diffuse light that is blocked by other objects. |
Toon | Toon | Stores results of the V-Ray Toon Render Effect. |
Cryptomatte | Cryptomatte | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. |
Multi Matte | Multi Matte | Creates selection masks based on an Object ID or Material ID. |