This page gives some basic details about the Raw Refraction Render Element and how it is used in compositing.


The Raw Refraction Render Element is a color image that stores refraction information calculated from materials' refraction values in the scene. Surfaces with no refraction values set in their materials contain no information in the render element, and therefore render black.

In comparison, the Refraction Filter Render Element is a render element that indicates varying degrees of refraction in the scene, through brightness values in the image. Multiplying these two render elements together produces the Refraction Render Element.

To properly calculate the Raw Refraction Render Element, the Refraction Render Element must also be added to the list of render elements being calculated during the rendering process.



UI Path


||Shading viewport|| > Shader Tree > Add Layer button > V-Ray Render Elements > V-Ray Additional Outputs > Raw Refraction



This render element is enabled and controlled through the V-Ray Additional Outputs properties.


Enable Raw Refraction – Enables the Render Element.

Name – Sets a custom name for the Raw Refraction Render Element.

Deep OutputSpecifies whether to include this Render Element in deep images.

Apply Color MappingApplies the color mapping options specified in the Color mapping rollout of the V-Ray Main Render Settings.

Denoise  Denoises the render element.


Common Uses

The Raw Refraction Render Element is useful for changing the appearance of refractive elements after rendering in a compositing or image editing application. Below are examples of possible uses.



Raw Refraction Render Element

Original Beauty Composite

Brightened Refractions

Tinted Refractions




Underlying Compositing Equation   

Raw Refraction x  Refraction Filter = Refraction





  • To properly calculate the refraction information in the Raw Refraction, the Refraction Filter, and the Raw Refraction Filter render elements, the Refraction Render Element must also be rendered at the same time, even if it is not going to be used in the compositing process. Doing so enables all the refraction information to be included in the rendering calculations.