• For V-Ray 6, please refer to the table below to assess whether a Render Element produces correct results when using a specified Render Mode or Particle Shader configuration.
  • For V-Ray 5, V-Ray Next and V-Ray 3, the Fire/Smoke Simulator needs the Render Mode to be set to Volumetric Geometry in order to produce correct Render Elements.
  • For V-Ray 5, V-Ray Next and V-Ray 3, the Particle Shader needs Render as Geometry to be enabled In order to produce correct Render Elements.
  • Note that Particle Shader rendering is not supported with V-Ray 3 GPU and V-Ray Next GPU.
  • Keep in mind that V-Ray Next or V-Ray 3 Adv. CPU produce correct results with Progressive sampler for Render Elements only when Enable Filtering is on.
  • Rendering of Fire/Smoke elements with V-Ray Next GPU requires Phoenix 3.12 and V-Ray Next update 1 nightly 28798 (18th December 2018) builds or newer.


List of Supported V-Ray Render Elements



Render Element

V-Ray 6


Volumetric

V-Ray 6


Volumetric Geometry

V-Ray 6 GPU


Volumetric

V-Ray 6 GPU


Volumetric Geometry

V-Ray 6


Particle Shader

V-Ray 6


Particle Shader:
Render as Geometry

Description / Additional Notes
MultiMatte

Creates selection masks based on object G-buffer ID or material ID.

VRayAlpha

Not AvailableNot Available

Alpha transparency.

VRayAtmosphere

*

Gives Fire + Smoke.

VRayBackground

The image background.
VRayBumpNormals



The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space.

VRayCaustics

The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.

VRayCryptomatte

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.

VRayDenoiser

Applies a denoising operation to the image after it is rendered (with the necessary channels).

VRayDiffuseFilter

The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting.
VRayExtraTexRenders the entire scene with one texture mapped on all objects.
VRayGlobalIllumination
(when Use Light Cache is disabled)

The diffuse surface global illumination. Only present if Global illumination is enabled.

VRayLighting

The diffuse direct surface lighting.
VRayLightingAnalysisProvides visual representation of the lighting intensity within a rendered frame.
VRayLightSelect


Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.

VRayMatteShadowThe matte shadow part of the image.
VRayMtlID

The material ID of the object.

VRayMtlSelect



Not AvailableNot Available



This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend.

VRayNoiseLevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.
VRayNormals



Fog Mode only

Fog Mode onlyThe surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element.

VRayObjectID

The object G-buffer ID (set through the node's Properties dialogue).

VRayObjectSelectNot AvailableNot Available

Stores only the object(s) called out with a specific Object or Material ID.

VRayRawDiffuseFilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
VRayRawGlobalIllumination

Not AvailableNot Available

The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

VRayRawLighting

Not AvailableNot Available

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

VRayRawReflection

Not AvailableNot Available

The pure surface reflection, before it is multiplied by the reflection filter color.

VRayRawRefraction

Not AvailableNot Available

The pure surface refraction before it is multiplied by the refraction filter color.

VRayRawShadowNot AvailableNot Available

The raw light that was blocked by other objects.

VRayRawTotalLightingNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
VRayReflection

The reflections on the surface.

VRayRefraction

The refractions on the surface.

VRayRenderIDThe node render ID of the object that contributes most to the pixel value.
VRayRenderTimeBucket Sampler
only
Bucket Sampler
only
Not AvailableNot AvailableBucket Sampler
only
Bucket Sampler
only
Shows a floating-point number for each pixel's render time measured in milliseconds.
VRaySampleRateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
VRaySamplerInfo

Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes.

Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.

VRaySelfIllumination

The self-illumination of the surface.
VRayShadowsThe diffuse light that was blocked by other objects.
VRaySpecular

The surface specular highlights. Specular should hold direct illumination - illumination from the fire comes as GI so result here should be correct: the element is not affected by the Fire.

VRayTotalLightingNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
VRayUnclampedColorThe unclamped image color.
VRayVelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
VRayWireColorThe wire color of the object as set in the 3ds Max scene. This can be used to generate masks for the objects based on their wire color.
VRayZDepth



The z-depth of the surface.

Using V-Ray 6 CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.




V-Ray 5

Render Element

V-Ray 5


Volumetric

V-Ray 5


Volumetric Geometry

V-Ray 5 GPU


Volumetric

V-Ray 5 GPU


Volumetric Geometry

V-Ray 5


Particle Shader

V-Ray 5


Particle Shader:
Render as Geometry

Description / Additional Notes
MultiMatte

Creates selection masks based on object G-buffer ID or material ID.

VRayAlpha

Not AvailableNot Available

Alpha transparency.

VRayAtmosphere

Gives Fire + Smoke.

VRayBackground

The image background.
VRayBumpNormals



The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space.

VRayCaustics

The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.

VRayCryptomatte

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.

VRayDenoiser

Applies a denoising operation to the image after it is rendered (with the necessary channels).

VRayDiffuseFilter

The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting.
VRayExtraTexRenders the entire scene with one texture mapped on all objects.
VRayGlobalIllumination
(when Use Light Cache is disabled)

The diffuse surface global illumination. Only present if Global illumination is enabled.

VRayLighting

The diffuse direct surface lighting.
VRayLightingAnalysisProvides visual representation of the lighting intensity within a rendered frame.
VRayLightSelect



Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.

VRayMatteShadowThe matte shadow part of the image.
VRayMtlID

The material ID of the object.

VRayMtlSelect



Not AvailableNot Available



This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend.

VRayNoiseLevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.
VRayNormals





The surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element.

VRayObjectID

The object G-buffer ID (set through the node's Properties dialogue).

VRayObjectSelectNot AvailableNot Available

Stores only the object(s) called out with a specific Object or Material ID.

VRayRawDiffuseFilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
VRayRawGlobalIllumination

Not AvailableNot Available

The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

VRayRawLighting

Not AvailableNot Available

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

VRayRawReflection

Not AvailableNot Available

The pure surface reflection, before it is multiplied by the reflection filter color.

VRayRawRefraction

Not AvailableNot Available

The pure surface refraction before it is multiplied by the refraction filter color.

VRayRawShadowNot AvailableNot Available

The raw light that was blocked by other objects.

VRayRawTotalLightingNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
VRayReflection

The reflections on the surface.

VRayRefraction

The refractions on the surface.

VRayRenderIDThe node render ID of the object that contributes most to the pixel value.
VRayRenderTimeBucket Sampler
only
Bucket Sampler
only
Not AvailableNot AvailableBucket Sampler
only
Bucket Sampler
only
Shows a floating-point number for each pixel's render time measured in milliseconds.
VRaySampleRateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
VRaySamplerInfo

Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes.

Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.

VRaySelfIllumination

The self-illumination of the surface.
VRayShadowsThe diffuse light that was blocked by other objects.
VRaySpecular

The surface specular highlights. Specular should hold direct illumination - illumination from the fire comes as GI so result here should be correct: the element is not affected by the Fire.

VRayTotalLightingNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
VRayUnclampedColorThe unclamped image color.
VRayVelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
VRayWireColorThe wire color of the object as set in the 3ds Max scene. This can be used to generate masks for the objects based on their wire color.
VRayZDepth



The z-depth of the surface.

Using V-Ray 5 CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.

V-Ray Next/V-Ray 3

Render Element

V-Ray Next/V-Ray 3 Adv


Volumetric

V-Ray Next/V-Ray 3 Adv


Volumetric Geometry

V-Ray Next GPU


Volumetric

V-Ray Next GPU


Volumetric Geometry

V-Ray Next/V-Ray 3 Adv


Particle Shader

V-Ray Next/V-Ray 3 Adv


Particle Shader:
Render as Geometry

Description / Additional Notes
MultiMatte

Creates selection masks based on object G-buffer ID or material ID.

VRayAlpha

Not AvailableNot Available

Alpha transparency.

VRayAtmosphere

Gives Fire + Smoke.

VRayBackground

The image background.
VRayBumpNormals



The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space.

VRayCaustics

The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.

VRayCryptomatteBucket Sampler
only
Bucket Sampler
only

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.

VRayDenoiser

Applies a denoising operation to the image after it is rendered (with the necessary channels).

VRayDiffuseFilter

The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting.
VRayExtraTexRenders the entire scene with one texture mapped on all objects.
VRayGlobalIllumination
(when Use Light Cache is disabled)

The diffuse surface global illumination. Only present if Global illumination is enabled.

VRayLighting

The diffuse direct surface lighting.
VRayLightingAnalysisProvides visual representation of the lighting intensity within a rendered frame.
VRayLightSelect

(since V-Ray Next, update 3)

Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.

VRayMatteShadowThe matte shadow part of the image.
VRayMtlID

The material ID of the object.

VRayMtlSelect



Not AvailableNot Available



This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend.

VRayNoiseLevelOutputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element.
VRayNormals





The surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element.

VRayObjectID

The object G-buffer ID (set through the node's Properties dialogue).

VRayObjectSelectNot AvailableNot Available

Stores only the object(s) called out with a specific Object or Material ID.

VRayRawDiffuseFilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
VRayRawGlobalIllumination

Not AvailableNot Available

The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

VRayRawLighting

Not AvailableNot Available

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

VRayRawReflection

Not AvailableNot Available

The pure surface reflection, before it is multiplied by the reflection filter color.

VRayRawRefraction

Not AvailableNot Available

The pure surface refraction before it is multiplied by the refraction filter color.

VRayRawShadowNot AvailableNot Available

The raw light that was blocked by other objects.

VRayRawTotalLightingNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
VRayReflection

The reflections on the surface.

VRayRefraction

The refractions on the surface.

VRayRenderIDThe node render ID of the object that contributes most to the pixel value.
VRayRenderTimeBucket Sampler
only
Bucket Sampler
only
Not AvailableNot AvailableBucket Sampler
only
Bucket Sampler
only
Shows a floating-point number for each pixel's render time measured in milliseconds.
VRaySampleRateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
VRaySamplerInfo

Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes.

Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.

VRaySelfIllumination

The self-illumination of the surface.
VRayShadowsThe diffuse light that was blocked by other objects.
VRaySpecular

The surface specular highlights. Specular should hold direct illumination - illumination from the fire comes as GI so result here should be correct: the element is not affected by the Fire.

VRayTotalLightingNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
VRayUnclampedColorThe unclamped image color.
VRayVelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
VRayWireColorThe wire color of the object as set in the 3ds Max scene. This can be used to generate masks for the objects based on their wire color.
VRayZDepth



The z-depth of the surface.

Using V-Ray Next or V-Ray 3 Adv. CPU - this Render Element will work correctly only with Bucket sampler and Enable Filtering is off.

* - VRayLightSelect in Light Path Expression mode can be used to obtain an equivalent of the Atmosphere RE on V-Ray GPU with a Phoenix Simulator or Particle Shader in fog mode present in it.

A possible example expression would be (C[O])|(CV.*). Note though that the (C[O]) part will also capture other directly visible emissive objects (excluding the lights) in the scene alongside the directly visible fire.



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