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

 

Overview

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


UI Path

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

 

Node

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

TypeAllows

Name - a field to name the render channel

Type - allows you to select which color information will be extracted 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 – When enabled, the Color Mapping options in the render settings will be applied to the current render elementchannel.

Filtering – Applies the image filter to this channel.

Consider for For AA - allows you to enable or disable the the sampling of the current render channel for antialiasingFiltering - enables or disables the AA filtering for the current render channel – When enabled, anti-aliasing is used where possible.

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Channel Types

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

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Warning

In order to render a correct Raw render pass you need to also render the corresponding main element and filter i.e. for Raw Reflection you need Reflection and Reflection filter, for Raw GI you need GI and Diffuse filter etc.

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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.

Example: Render Elements and Combinations

Here are some examples of render elements and their combinations. Note that the original elements were generated by V-Ray on one pass (no re-rendering required).

Normally, render elements are added to each other in order to reproduce the final result; however, there are a few exceptions:

  • the Raw GI and Raw Lighting elements must be multiplied by the Diffuse element before they are added to the final image.
  • the Shadow element is not, strictly speaking, a part of the image; however, it can be added to the Raw Lighting element to adjust the shadow intensity. Simply adding the two elements produces lighting as though no shadows were computed.

Also note that multiplying the Raw GI element by the Diffuse element will give the Global Illumination element; multiplying the Raw Lighting element by the Diffuse element gives the Lighting element. This gives the user more freedom for adjusting the scene lighting.

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RGB color - this is the combination of all render elements

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Diffuse color only

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GI only

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Raw Light only

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Reflection Only

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Refraction Only

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Raw Reflection Only

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Raw Refraction

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Shadows Only

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Raw GI only