Versions Compared


  • This line was added.
  • This line was removed.
  • Formatting was changed.


UI Text Box

When using the V-Ray frame buffer, V-Ray will write render elements only if you specify either one of the V-Ray raw image file outputs or the Separate render channels options. If you want to specify the render elements outputs using the Maya Render Output field or using the output options of the various render elements, then you have to disable the V-Ray frame buffer.


UI Path


UI Path

UI Expand
titleUI Path
||Display Render Settings button|| > Render Elements tab

||Display Render Settings button|| > Render Elements tab


Render (menu) > Render Settings...


To use render elements, select from the Available render elements column and click the Add button to add the passes you wish to generate at render time. When you render the scene, the added render elements listed in the column on the right, will also render, which can be viewed from the VFB window's channel drop-down menu.

For more information on the parameters on this dialog, see the Render Elements tab page.


Render elementMaya node nameDescription

Atmospheric Effects

vrayRE_Atmospheric_EffectsAtmospheric effects, such as Environment Fog.


vrayRE_BackgroundImage background, such as any Background Texture specified in the Environment overrides.
Bump Normals vrayRE_BumpNormalsNormals 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_CausticsThe 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_CoverageFor 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_ColorA generic render element container. Use the Alias value to specify which render element it should be used as.
DR BucketvrayRE_DR_BucketIdentifies the render node responsible for rendering a bucket during distributed rendering.
DiffusevrayRE_DiffusePure diffuse surface color.
Extra TexturevrayRE_Extra_TexRenders 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_SelectExtracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.


vrayRE_LightingDiffuse direct surface lighting.
Material ID vrayRE_Material_IDMaterial 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 VRayBlendMtl.

Matte Shadow vrayRE_Matte_shadowMatte shadow part of the image.
Multi Matte vrayRE_Multi_MatteCreates selection masks based on an object ID or material ID.
Multi Matte IDvrayRE_Multi_Matte_IDReturns an integer value in the image that corresponds to the value of the object's multiMatte ID #.
NormalsvrayRE_NormalsSurface 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_IDReturns 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_selectRenders 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_GIRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

Raw Light

vrayRE_Raw_LightRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Raw ReflectionvrayRE_Raw_ReflectionPure 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_RefractionPure 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_ShadowRaw light blocked by other objects.
Raw Total LightvrayRE_Raw_Total_LightSum 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_ReflectionReflections on the surface.
Reflection Filter vrayRE_Reflection_FilterReflection 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_glossinessReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Highlight GlossinessvrayRE_Reflection_hilight_glossinessReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
RefractionvrayRE_RefractionRefractions through a surface.
Refraction Filter vrayRE_Refraction_FilterThe 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_glossinessReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Render ID vrayRE_Render_IDNode render ID of the object that contributes most to the pixel value.
SSSvrayRE_SSSRenders just the subsurface part of the VRaySSS2 material on a separate layer.
Sample Rate vrayRE_Sample_RateShows 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_IlluminationSelf-illumination of the surface.
ShadowvrayRE_ShadowDiffuse light that is blocked by other objects.
SpecularvrayRE_SpecularSurface specular highlights.
ToonvrayRE_ToonStores results of V-Ray Toon rendering effect.
Total LightvrayRE_Total_LightTotal lighting in the scene, both direct and indirect.
Unclamped ColorvrayRE_Unclamped_ColorThe unclamped or adjusted image color before Color Mapping settings are applied.
VelocityvrayRE_VelocitySurface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depth vrayRE_Z_depthZ-depth of surfaces in the scene.