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This page provides a list of the render elements supported in V-Ray for NUKE.

 

Page Contents

 

Overview


The following render elements are available in V-Ray for NUKE.

 

Supported Render Elements


 

Render elementDefault Channel NamesDescription

Atmospheric Effects

atmospheric_effects.red, atmospheric_effects.green, atmospheric_effects.blueAtmospheric effects, such as Environment Fog.

 Background

 background.red,
background.green,
background.blue
Image background, such as a background plate.
Bump Normalsbump_normals.X,
bump_normals.Y,
bump_normals.Z
Normals 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
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.
 Coveragecoverage.red,
coverage.green,
coverage.blue
For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.
 Diffusediffuse.red,
diffuse.green,
diffuse.blue
Pure diffuse surface color.
Denoiserother.defocusAmount, other.noiseLevelThe post-process result of the denoised image.
 ExtraTexextratex.red,
extratex.green,
extratex.blue
Renders the entire scene with one texture mapped on all objects.
GI (Global Illumination)

gi.red,
gi.green,
gi.blue

The diffuse surface global illumination. Only present if Global illumination is enabled.
GI Rawgi_raw.red,
gi_raw.green,
gi_raw.blue
Raw 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
Extracts 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
Diffuse direct surface lighting.
Light Rawlight_raw.red,
light_raw.green,
light_raw.blue
Raw diffuse direct illumination before it's multiplied by the diffuse surface color.
Light Totallight_total.red,
light_total.green,
light_total.blue
Total lighting in the scene, both direct and indirect.
 Light Raw Totallight_raw_total.red, light_raw_total.green, light_raw_total.blueSum of all raw lighting, both direct and indirect.
Matte Shadowmatte_shadow.red, matte_shadow.green, matte_shadow.blueMatte shadow part of the image.
Multi Mattemulti_matte.red,
multi_matte.green,
multi_matte.blue
Creates selection masks based on an object ID.
Normalsnormals.X,
normals.Y,
normals.Z
Surface normals in screen space (which is not the same as camera space).

Object ID

object_id.red,
object_id.green,
object_id.blue
Object G-buffer ID (set through the node's Properties dialog).
Reflectionreflection.red,
reflection.green,
reflection.blue
Reflections on the surface.
 Reflection Rawreflection_raw.red, reflection_raw.green, reflection_raw.bluePure surface reflection before it is multiplied by the reflection filter color.
Reflection Filterreflection_filter.red, reflection_filter.green, reflection_filter.blueReflection 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.
Reflection Glossinessreflection_glossiness.red, reflection_glossiness.green, reflection_glossiness.blueReturns 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.blueReturns a float value that corresponds with the Highlight Glossiness value of an object's material.
Refractionrefraction.red,
refraction.green,
refraction.blue
Refractions of a surface.

 Refraction Raw

refraction_raw.red, refraction_raw.green, refraction_raw.bluePure surface refraction before it is multiplied by the refraction filter color.
Refraction Filterrefraction_filter.red, refraction_filter.green, refraction_filter.blueThe 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.
Refraction Glossinessrefraction_glossiness.red, refraction_glossiness.green, refraction_glossiness.blueReturns 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
NoderenderID of the object that contributes most to the pixel value.
SSSsss.red,
sss.green,
sss.blue
Renders just the subsurface part of the SSS material on a separate layer.
Sample Ratesample_rate.red,
sample_rate.green,
sample_rate.blue
Shows 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
Self-illumination of the surface.
Shadowshadow.red,
shadow.green,
shadow.blue
Diffuse light blocked by other objects.
 Shadow Rawshadow_raw.red,
shadow_raw.green,
shadow_raw.blue
Raw light blocked by other objects.
Specularspecular.red,
specular.green,
specular.blue
Surface specular highlights.
Velocityvelocity.X,
velocity.Y,
velocity.Z
Surface velocity of an object. This render element is useful for generating motion blur in post-production.
Z-depthdepth.ZZ-depth of the surface.