This page provides details on the Channels settings available in V-Ray for Revit.
The Render Channels Container allows you to extract one or more render elements from the final image.
Diffuse – The pure diffuse surface color.
GI – The diffuse surface global illumination.
Lighting – The diffuse direct surface lighting.
Reflection – The reflections on the surface.
Refraction – The refractions on the surface.
Self Illumination – The self-illumination of the surface.
Specular – The surface specular highlights.
Sample Rate – Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Background – The image background as set in the scene, with the rest of the image rendered as black.
Atmosphere – Atmospheric effects.
Normals – The surface normals.
Bump Normal – The normals generated by bump maps.
DR Bucket – Allows you to extract an image which shows which bucket was rendered by which machine during distributed rendering.
Material ID – Provides a mask for individual objects and materials that are easy to select in compositing software.
- Shows each material as a solid unshaded color.
- Supports anti-aliasing at the edges of objects where they meet other objects or the background.
- This channel is not supported in RT GPU rendering.
Material ID (no AA) – Provides a mask for individual objects and materials that are easy to select in compositing software.
- Shows each material as a solid unshaded color.
- Assigns a Material ID to each pixel in the render element
- Does not support anti-aliasing as each pixel can have only a single Material ID assigned to it.
- This channel is supported in RT GPU rendering.
Takes an existing render and applies a denoising operation to it after the image is completely rendered out via normal means. The denoising operation detects areas where noise is present and smooths them out.
Enable – Activates V-Ray Denoiser channel.
Mode – Specifies how the results of the Denoiser will be saved.
Only generate render elements – All render elements required for denoising will be generated, but a denoised version of the image will not be computed, and the VRayDenoiser render element will not be present. Use this option if you plan to denoise a sequence of images using the command-line denoising tool and do not want to spend time on denoising during the actual rendering process.
Replace RGB element with denoised result – The main RGB Render Element will be replaced with the denoised version. The VRayDenoiser render element will not be present as a separate channel. Currently, the main RGB element is the only one that is affected. Future versions of V-Ray will allow the same denoising to be applied to other render elements as well.
Store denoised result in separate element – The VRayDenoiser render element will be generated to contain a denoised version of the image using the specified settings. The original render elements will not be changed.
Type – Specifies whether to denoise only the RGB Color Render Element, or others as well.
Single pass denoise on RGB only – Does a single pass at denoising on only the RGB Color Render Element, using other elements like the diffuse filter only to guide the denoising process. This method is better at cleaning up noise, but may loose small texture details or may blur too much areas of the image where multiple effects are visible at the same time (e.g. reflections and refractions through glass materials). This mode requires fewer additional render elements and you can use the Depending on denoising type setting of generate render elements to generate just the needed ones for this mode.
Denoise render elements separately – Denoises the lighting, global illumination, specular, reflection, refraction and atmosphere render elements separately and combines them into one denoised version of the RGB image. This method preserves texture details better, but with low settings may fail to clean up some types of noise. Note: This mode can only work correctly if no color mapping is applied to the render, so that the mentioned render elements add up correctly to the RGB image.
Radius Preset – Provides presets that automatically set strength and radius values.
Mild Preset – Applies a more subtle level of denoising than the Default preset.
Normal Preset – Applies a mid-level denoising.
Strong Preset – Applies a stronger level of denoising than the Default preset.
Custom Preset – Allows the strength and radius parameters to be set to custom values.
Strength – Determines how strong the denoising operation will be. This parameter is available only when Preset is set to Custom.
Radius – Specifies the area around each pixel to be denoised. A smaller radius will affect a smaller range of pixels while a larger radius will affect a larger range, which will increase the noise removal.
Use GPU – When enabled, uses the GPU version of the denoiser, if possible.
Progressive Update Rate – Specifies the regularity of updates during the progressive rendering. This value is roughly the percentage of the time denoising is allowed to take compared to total render time. A value of 0 disables updates during the progressive rendering, while larger values cause the denoiser to be updated more frequently. A value of 100 will cause updates as often as possible. Values ranging from 5 to 10 are usually sufficient.
The Z-Depth render element allows you to extract information about how far a point is from the camera. This information can be later used to add post production effects like depth of field.
Enabled – Turns ZDepth rendering on or off.
Depth from Camera – When enabled, the Black Distance and White Distance are taken from the far and near clipping plane of the camera.
Depth Clamp – Enables or disables the the sampling of the current render channel for antialiasing.
White – In a Z-depth element, a white distance is the distance farthest away from the camera. This parameter allows you to specify how far from the camera the z-depth element ends.
Black – In a Z-depth element, a black distance is the distance closest to the camera. This parameter allows you to specify how far from the camera the z-depth element starts.