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Supported Render Elements

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Render elementDefault Channel NamesColor Depth of EXR floating-point channels*Description

Atmospheric Effects

atmospheric_effects.red
atmospheric_effects.green
atmospheric_effects.blue
16bit/32bitAtmospheric effects, such as Environment Fog.

 Background

background.red
background.green
background.blue
16bit/32bitImage background, such as a background plate.
Bump Normalsbump_normals.X
bump_normals.Y
bump_normals.Z
16bit/32bitNormals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo utility texture node to get the normals in camera, world or object space.

 Caustics

caustics.red
caustics.green
caustics.blue
16bit/32bitThe 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.
 Coveragecoverage.red
coverage.green
coverage.blue
16bit/32bitFor each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
Cryptomatte

cryptomatte.red
cryptomatte.green
cryptomatte.blue

forced 32bit (for multi-channel files)Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
 Diffusediffuse.red
diffuse.green
diffuse.blue
16bit/32bitPure diffuse surface color.
DenoiserSee Denoiser Output table below16bit/32bitThe post-process result of the denoised image.
 ExtraTexextratex.red
extratex.green
extratex.blue
forced 32bit (optional for multi-channel files)Renders the entire scene with a single defined texture mapped on all objects.
GI (Global Illumination)

gi.red
gi.green
gi.blue

16bit/32bitThe diffuse surface global illumination. Only present if Global illumination is enabled.
GI Rawgi_raw.red
gi_raw.green
gi_raw.blue
16bit/32bitRaw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
Light Selectlight_select.red
light_select.green
light_select.blue
16bit/32bitExtracts the contribution of a light or a set of lights to the scene to a separate render element.

 Lighting

lighting.red
lighting.green
lighting.blue
16bit/32bitDiffuse direct surface lighting.
Light Rawlight_raw.red
light_raw.green
light_raw.blue
16bit/32bitRaw diffuse direct illumination before it's multiplied by the diffuse surface color.
Light Totallight_total.red
light_total.green
light_total.blue
16bit/32bitTotal lighting in the scene, both direct and indirect.
 Light Raw Totallight_raw_total.red
light_raw_total.green
light_raw_total.blue
16bit/32bitSum of all raw lighting, both direct and indirect.
Matte Shadowmatte_shadow.red
matte_shadow.green
matte_shadow.blue
16bit/32bitMatte shadow part of the image.
Multi Mattemulti_matte.red
multi_matte.green
multi_matte.blue
16bit/32bitCreates selection masks based on an object ID or material ID.
Normalsnormals.X
normals.Y
normals.Z
16bit/32bitSurface normals in screen space (which is not the same as camera space).

Object ID

object_id.red
object_id.green
object_id.blue
16bit/32bitObject G-buffer ID (set through the node's Properties dialog).
Reflectionreflection.red
reflection.green
reflection.blue
16bit/32bitReflections on the surface.
Reflection Rawreflection_raw.red
reflection_raw.green
reflection_raw.blue
16bit/32bitPure surface reflection before it is multiplied by the reflection filter color.
Reflection Filterreflection_filter.red
reflection_filter.green
reflection_filter.blue
16bit/32bitReflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered an alpha channel for reflections.
Reflection Glossinessreflection_glossiness.red
reflection_glossiness.green
reflection_glossiness.blue
16bit/32bitReturns a float value that corresponds with the Reflection Glossiness value of an object's material.
Reflection Highlight Glossinessreflection_highlight_glossiness.red
reflection_highlight_glossiness.green
reflection_highlight_glossiness.blue
16bit/32bitReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refractionrefraction.red
refraction.green
refraction.blue
16bit/32bitRefractions of a surface.

Refraction Raw

refraction_raw.red
refraction_raw.green
refraction_raw.blue
16bit/32bitPure surface refraction before it is multiplied by the refraction filter color.
Refraction Filterrefraction_filter.red
refraction_filter.green
refraction_filter.blue
16bit/32bitThe 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 may be considered an alpha channel for refractions.
Refraction Glossinessrefraction_glossiness.red
refraction_glossiness.green
refraction_glossiness.blue
16bit/32bitReturns a float value that corresponds to the Refraction Glossiness value of an object's material.
Render IDrender_id.red
render_id.green
render_id.blue
16bit/32bitNoderenderID of the object that contributes most to the pixel value.
SSSsss.red
sss.green
sss.blue
16bit/32bitRenders just the subsurface part of the SSS material on a separate layer.
Sample Ratesample_rate.red
sample_rate.green
sample_rate.blue
16bit/32bitShows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.
Self Illumself_illum.red
self_illum.green
self_illum.blue
16bit/32bitSelf-illumination of surfaces in the scene.
Shadowshadow.red
shadow.green
shadow.blue
16bit/32bitDiffuse light that is blocked by scene objects.
 Shadow Rawshadow_raw.red
shadow_raw.green
shadow_raw.blue
16bit/32bitRaw light that is blocked by scene objects.
Specularspecular.red
specular.green
specular.blue
16bit/32bitSurface specular highlights.
Velocityvelocity.X
velocity.Y
velocity.Z
16bit/32bitSurface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depthdepth.Zforced 32bit (for multi-channel files)Z-depth of the surface.

Anchor
notes
notes
 For all image formats except EXR the render elements depend on their respective channels' output settings.


Anchor
denoiserOutput
denoiserOutput

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