Table of Contents


  • In order to produce correct Render Elements for Fire/Smoke simulations, the Phoenix Simulator needs Render Mode to be set to Volumetric Geometry with V-Ray 5, V-Ray Next and V-Ray 3.
  • In order to produce correct Render Elements, the Particle Shader needs Render as Geometry to be enabled with V-Ray 5, V-Ray Next and V-Ray 3.
  • Please note that Particle Shader rendering is currently 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
Multi Matte

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

Atmospheric Effects

*

Gives Fire + Smoke.

Background

Image background, such as any Background Texture specified in the Environment Overrides.
BumpNormals



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.

Caustics

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

Cryptomatte

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

Denoiser

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

Diffuse

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

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

Lighting

The diffuse direct surface lighting.
Lighting AnalysisProvides visual representation of the lighting intensity within a rendered frame.
LightSelect

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

Matte ShadowNot AvailableNot AvailableThe matte shadow part of the image.
Material ID

Material ID of scene objects.

Material Select






Not Available

Not Available





Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl.

Normals



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.

Object ID

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

Object SelectNot AvailableNot Available

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

Raw Diffuse FilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
Raw GI

Not AvailableNot Available

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

Raw Light

Not AvailableNot Available

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

Raw Reflection

Not AvailableNot Available

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

Raw Refraction

Not AvailableNot Available

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

Raw ShadowNot AvailableNot Available

The raw light that was blocked by other objects.

Raw Total LightNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
Reflection

The reflections on the surface.

Refraction

The refractions on the surface.

Render IDThe node render ID of the object that contributes most to the pixel value.
Sample RateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Sampler Info

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.

Self Illumination

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

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.

Total LightNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
Unclamped ColorThe unclamped image color.
VelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
Z-depth



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.




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
Multi Matte

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

Atmospheric Effects

Gives Fire + Smoke.

Background

Image background, such as any Background Texture specified in the Environment Overrides.
BumpNormals



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.

Caustics

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

CryptomatteBucket Sampler
only

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

Denoiser

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

Diffuse

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

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

Lighting

The diffuse direct surface lighting.
Lighting AnalysisProvides visual representation of the lighting intensity within a rendered frame.
LightSelect

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

Matte ShadowNot AvailableNot AvailableThe matte shadow part of the image.
Material ID

Material ID of scene objects.

Material Select






Not Available

Not Available





Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl.

Normals





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.

Object ID

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

Object SelectNot AvailableNot Available

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

Raw Diffuse FilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
Raw GI

Not AvailableNot Available

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

Raw Light

Not AvailableNot Available

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

Raw Reflection

Not AvailableNot Available

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

Raw Refraction

Not AvailableNot Available

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

Raw ShadowNot AvailableNot Available

The raw light that was blocked by other objects.

Raw Total LightNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
Reflection

The reflections on the surface.

Refraction

The refractions on the surface.

Render IDThe node render ID of the object that contributes most to the pixel value.
Sample RateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Sampler Info

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.

Self Illumination

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

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.

Total LightNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
Unclamped ColorThe unclamped image color.
VelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
Z-depth



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.

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
Multi Matte

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

Atmospheric Effects

Gives Fire + Smoke.

Background

Image background, such as any Background Texture specified in the Environment Overrides.
BumpNormals



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.

Caustics

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

CryptomatteBucket Sampler
only
Bucket Sampler
only

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

Denoiser

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

Diffuse

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

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

Lighting

The diffuse direct surface lighting.
Lighting AnalysisProvides visual representation of the lighting intensity within a rendered frame.
LightSelect
(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.

Matte ShadowNot AvailableNot AvailableThe matte shadow part of the image.
Material ID

Material ID of scene objects.

Material Select






Not Available

Not Available





Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl.

Normals





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.

Object ID

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

Object SelectNot AvailableNot Available

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

Raw Diffuse FilterNot AvailableNot AvailableA solid mask of raw diffuse surface color information not affected by Fresnel falloff.
Raw GI

Not AvailableNot Available

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

Raw Light

Not AvailableNot Available

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

Raw Reflection

Not AvailableNot Available

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

Raw Refraction

Not AvailableNot Available

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

Raw ShadowNot AvailableNot Available

The raw light that was blocked by other objects.

Raw Total LightNot AvailableNot AvailableThe sum of all raw lighting - direct and indirect.
Reflection

The reflections on the surface.

Refraction

The refractions on the surface.

Render IDThe node render ID of the object that contributes most to the pixel value.
Sample RateShows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel.
Sampler Info

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.

Self Illumination

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

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.

Total LightNot AvailableNot AvailableThe total lighting in the scene, direct and indirect.
Unclamped ColorThe unclamped image color.
VelocityThe surface velocity. This channel will not be generated if 3d motion blur is enabled.
Z-depth



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.

* - Light Select render element in Light Path Expression mode can be used to obtain an equivalent of the Atmospheric Effects 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.