Table of Contents

This page provides information on the Color Channel Node in V-Ray for Blender.

 

Overview


 The Color Channel render element allows you to extract different color components from the image i.e. Diffuse, Reflections, Refractions etc.


UI Path


 

||Node Editor|| > Add > Render Channels > Color Channel

 

Node


NameThe text added to the end of the rendered file, when saved as a separate file (e.g. myrender.colorchannel.vrimg).

TypeAllows you to select which color information to extract from the image as a separate channel. For more details, please see the Channel Types table below.

Color Mapping – When enabled, the Color Mapping options in the render settings will be applied to the current render channel.

Filtering – Applies the image filter to this channel.

Consider For AA – When enabled, anti-aliasing is used where possible.

 

 


 

Channel Types


The table below provides a list of the channels that can be separated out with the Color Channel render pass.

Type

Description

Atmosphere

Atmospheric effects, such as Environment Fog.

Diffuse

Pure diffuse surface color.

Reflection

Reflections on the surface.

Refraction

Refractions of a surface.

Self Illumination

Self-illumination of the surface.

Shadow

Diffuse light blocked by other objects.

Specular

Surface specular highlights.

Lighting

Diffuse direct surface lighting.

GI

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

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.

Raw GI

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

Raw Lighting

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

Raw Shadow

Raw light blocked by other objects.

Material ID

Material ID of the object.

Reflection Filter

Reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This can be considered an alpha channel for reflections.

Raw Reflection

Pure surface reflection before it is multiplied by the reflection filter color.

Refraction Filter

The refraction filter mitigates the raw refraction layer. This render element returns the color by which the raw refractions are multiplied to give the final surface refraction. This can be considered an alpha channel for refractions.

Raw Refraction

Pure surface refraction before it is multiplied by the refraction filter color.

Unclamped Color

Shows the original colors that were clamped or adjusted with Color Mapping.

Background

Image background, such as any Background Texture specified in the Environment render settings.

Alpha

Alpha transparency.

Color

Generic render element container used for referencing other render elements of type RenderChannelColor containing color information .

Wire Color

The 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.

Matte/Shadow

Matte shadow part of the image.

Total Lighting

Both direct and indirect lighting in the scene.

Raw Total Lighting

Sum of all raw lighting, both direct and indirect.

Bump/Normal

Normals generated by bump maps, in screen space (which is not the same as camera space).

Samplerate

Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.

SSS

Renders just the subsurface part of the V-Ray SSS material on a separate layer.

Reflection Glossiness

Returns a float value that corresponds with the Reflection Glossiness value of an object's material.

Reflection Hilights

Returns a float value that corresponds with the Highlight Glossiness value of an object's material.

Refraction Glossiness

Returns a float value that corresponds to the Refraction Glossiness value of an object's material.

Shademap Export

 

Reflection Alpha

 

Reflection IOR

Stores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.

Material Render ID

 

Noise Level

Outputs the noise level for pixels.