General

Parameters

List of supported render elements

Notes

 

General

V-Ray provides its own channels or render elements for the purposes of image compositing.

Parameters

VFB channels - In order for V-Ray to render individual channels you must select the desired channel from the pick list. The list of supported render elements is below.

[Color mapping rollout]

 

Z-Depth

Black - If you are using the Z-Depth render channel, this parameter signifies the z-value where the buffer color will turn to black.

Clamp - when enabled z-values should be clamped to the range of black to white.

White - If you are using the Z-Depth render channel, this parameter signifies the z-value where the buffer color will turn to white.

Set from camera - this will automatically set the z-depth range based on the camera setting.

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 Rhino materials. This is noted in the table below.

 

Render element name VRayMtl support Std material support Filtering control Transparency support Description

VRayAlpha

yes

yes

yes**

yes

Alpha transparency.

VRayBackground

yes

yes

yes**

yes

The image background.
VRayBumpNormals yes yes yes no The normals generated by bump maps

VRayCaustics

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.
VRayDiffuseFilter yes yes yes** yes The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting.
VRayGlobalIllumination yes no* yes** yes The diffuse surface global illumination. Only present if Global illumination is enabled.

VRayLighting

yes

yes*

yes**

yes

The diffuse direct surface lighting.
VRayMatteShadow yes yes yes yes The matte shadow part of the image
VRayMtlID yes yes no (always off) no The material ID of the object.
VRayNormals yes

yes

yes

no The surface normals.
VRayRawGlobalIllumination yes yes yes** yes The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

VRayRawLighting

yes

no

yes**

yes

The raw diffuse direct illumination before it's multiplied by the diffuse surface color.
VRayRawReflection yes no

yes**

yes

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

VRayRawRefraction

yes

no

yes**

yes

The pure surface refraction before it's multiplied by the refraction filter color.
VRayRawShadow yes no yes** yes The raw light that was blocked by other objects.
VRayRawTotalLighting yes no yes yes The sum of all raw lighting - direct and inderect
VRayReflection yes yes yes** yes The reflections on the surface.
VRayReflectionFilter yes no yes** yes The 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.
VRayRefraction yes no yes**

yes

The refractions on the surface.
VRayRefractionFilter yes no yes** yes The 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.
VRayRenderID yes yes no (always off) no The node render ID of the object that contributes most to the pixel value.
VRaySamplerRate N/A N/A N/A N/A Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
VRaySelfIllumination yes yes yes** yes The self-illumination of the surface.
VRayShadow yes no yes** yes The diffuse light that was blocked by other objects.
VRaySpecular yes yes yes** yes The surface specular hilights.
VRayTotalLighting yes yes yes yes The total lighting in the scene - direct and indirect
VRayZDepth yes yes yes no The z-depth of the surface.

 

* 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.

 

Notes