General

List of supported render elements

Notes

General

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.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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 name VRayMtl support Std material support Filtering control Transparency support Description

VRay Atmospheric Effects

yes

yes

no**

yes

The atmospheric effects.

VRay Background

yes

yes

yes**

yes

The image background.
VRay Bump Normals yes yes yes no The 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 Coverage yes yes yes no Shows the part of the image taken by each visible object
VRay Diffuse Channel Color yes yes yes** yes The pure diffuse surface color.
VRay DR Bucket N/A N/A N/A N/A Shows which render node rendered which bucket during distributed rendering
VRay Extra Texture N/A N/A no N/A Renders the entire scene with one texture mapped on all objects.
VRay GI yes no* yes** yes The diffuse surface global illumination. Only present if Global illumination is enabled.

VRay Lighting

yes

yes*

yes**

yes

The diffuse direct surface lighting.
VRay Material_ID yes no no (always off) no The material ID of the object.
VRay Matte Shadow yes yes yes yes The matte shadow part of the image
VRay Multi Matte yes yes no N/A Create selection masks based on object ID or material ID
VRay Normals yes

yes

yes

no The surface normals.

VRay Object_ID

yes

yes

no (always off)

no

The object gbuffer ID (set through the node's Properties dialog).
VRay Raw GI yes yes yes** yes The 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 Reflection yes no

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 Shadow yes no yes** yes The raw light that was blocked by other objects.
VRay Reflection yes yes yes** yes The reflections on the surface.
VRay Reflection Filter 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.
VRay Refraction yes no yes**

yes

The refractions on the surface.
VRay Refraction Filter 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.
VRay Render_ID yes yes no (always off) no The node render ID of the object that contributes most to the pixel value.
VRay Sampler Rate 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.
VRay Self Illumination yes yes yes** yes The self-illumination of the surface.
VRay Shadow yes no yes** yes The diffuse light that was blocked by other objects.
VRay Specular yes yes yes** yes The surface specular highlights.
VRay SSS2 no no yes N/A Renders just the subsurface part of the VRaySSS2 material on a separate layer
VRayVelocity yes yes yes no The surface velocity. This channel will not be generated if 3d motion blur is enabled.
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.

 

** 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.

 

Notes