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Render Elements Overview


The V-Ray Render Elements are implemented as Pass Shaders in Softimage. To add render elements you need to go to the Current Pass options, select the Pass Shaders tab and then add the render elements as Output shaders.

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List of Supported Render Elements


The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard Softimage materials. This is noted in the table below.

Render element nameVRayMtl supportStd material supportFiltering controlTransparency supportDescription

VRay Atmospheric Effects

yes

yes

no**

yes

The atmospheric effects.

VRay Background

yes

yes

yes**

yes

The image background.
VRay Bump NormalsyesyesyesnoThe normals generated by bump maps

VRay Caustics

yes

no*

yes**

yes

The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.
VRay CoverageyesyesyesnoShows the part of the image taken by each visible object
VRay Diffuse Channel Coloryesyesyes**yesThe pure diffuse surface color.
VRay DR BucketN/AN/AN/AN/AShows which render node rendered which bucket during distributed rendering
VRay Extra TextureN/AN/AnoN/ARenders the entire scene with one texture mapped on all objects.
VRay GIyesno*yes**yesThe diffuse surface global illumination. Only present if Global illumination is enabled.

VRay Lighting

yes

yes*

yes**

yes

The diffuse direct surface lighting.
VRay Light SelectyesyesyesyesAllows the user to extract the contribution of a light or a set of lights to the scene to a separate render element.
VRay Material_IDyesnono (always off)noThe material ID of the object.
VRay Matte ShadowyesyesyesyesThe matte shadow part of the image
VRay Multi MatteyesyesnoN/ACreate selection masks based on object ID or material ID
VRay Normalsyes

yes

yes

noThe surface normals.

VRay Object_ID

yes

yes

no (always off)

no

The object gbuffer ID (set through VRayObjectProperty).
VRay Raw GIyesyesyes**yesThe raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

VRay Raw Light

yes

no

yes**

yes

The raw diffuse direct illumination before it's multiplied by the diffuse surface color.
VRay Raw Reflectionyesno

yes**

yes

The pure surface reflection before it's multiplied by the reflection filter color.

VRay Raw Refraction

yes

no

yes**

yes

The pure surface refraction before it's multiplied by the refraction filter color.
VRay Raw Shadowyesnoyes**yesThe raw light that was blocked by other objects.
VRay Reflectionyesyesyes**yesThe reflections on the surface.
VRay Reflection Filteryesnoyes**yesThe reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered as an alpha channel for the reflections.
VRay Refractionyesnoyes**

yes

The refractions on the surface.
VRay Refraction Filteryesnoyes**yesThe refraction filter (the color by which the raw refractions are multiplied to give the final surface refraction). This may be considered as an alpha channel for the refractions.
VRay Render_IDyesyesno (always off)noThe node render ID of the object that contributes most to the pixel value.
VRay Sampler RateN/AN/AN/AN/AShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
VRay Self Illuminationyesyesyes**yesThe self-illumination of the surface.
VRay Shadowyesnoyes**yesThe diffuse light that was blocked by other objects.
VRay Specularyesyesyes**yesThe surface specular highlights.
VRay SSS2nonoyesN/ARenders just the subsurface part of the VRaySSS2 material on a separate layer
VRayVelocityyesyesyesnoThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
VRayZDepthyesyesyesnoThe z-depth of the surface.
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* For Standard materials, the VRayLighting element includes the direct and indirect lighting as well as caustics, while the VRayGlobalIllumination and VRayCaustics elements are black. However for all materials, adding the VRayLighting, VRayGlobalIllumination and VRayCaustics elements always gives the total diffuse surface lighting.

** When an element is filtered, it will be dimmed by atmospheric effects like fog etc. However, when an element is unfiltered, it will not be affected by atmospherics.

Info

Example: Render Elements and Combinations

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Here are some examples of render elements and their combinations. Note that the original elements were generated by V-Ray on one pass (no re-rendering required).

Normally, render elements are added to each other in order to reproduce the final result; however, there are a few exceptions:

  • the Raw GI and Raw Lighting elements must be multiplied by the Diffuse element before they are added to the final image.
  • the Shadow element is not, strictly speaking, a part of the image; however, it can be added to the Raw Lighting element to adjust the shadow intensity. Simply adding the two elements produces lighting as though no shadows were computed.

Also note that multiplying the Raw GI element by the Diffuse element will give the Global Illumination element; multiplying the Raw Lighting element by the Diffuse element gives the Lighting element. This gives the user more freedom for adjusting the scene lighting.

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RGB color

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Real RGB color
Notice that the antialiasing is worse on very bright parts
(the area light and its reflections)

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Self-illumination only

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Direct Lighting only

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Global illumination only

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Reflections only

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Refractions only

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Diffuse color only

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Raw lighting

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Shadows only
Note the aliasing at the box shadow.
The RGB Color channel does not require more samples in that area.

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Raw GI only

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Raw lighting + shadows (added)
The resulting illumination is as though shadows were turned off.

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Raw lighting * diffuse (multiplied)
The result is the same as the Direct Lighting only channel.

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Raw GI * diffuse (multiplied)
The result is the same as the GI only channel.

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Self-illumination + Direct lighting + Global illumination + Reflection + Refraction (all added)
The result is the same as the Real RGB Color channel.

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Notes


  • V-Ray always antialiases with respect to the RGB color channel. Therefore other channels may appear jagged or noisy in areas where V-Ray has placed fewer samples. 
  • Render elements may slow down the final image rendering a little bit, depending on the number of elements that the user has selected. They have no effect on GI/reflection etc. calculations.