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

 

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.blue
Atmospheric 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.
Cryptomatte

cryptomatte.red
cryptomatte.green
cryptomatte.blue

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.
 Diffusediffuse.red
diffuse.green
diffuse.blue
Pure diffuse surface color.
DenoiserSee Denoiser Output table belowThe post-process result of the denoised image.
 ExtraTexextratex.red
extratex.green
extratex.blue
Renders the entire scene with a single defined 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.blue
Sum of all raw lighting, both direct and indirect.
Matte Shadowmatte_shadow.red
matte_shadow.green
matte_shadow.blue
Matte shadow part of the image.
Multi Mattemulti_matte.red
multi_matte.green
multi_matte.blue
Creates selection masks based on an object ID or material 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.blue
Pure surface reflection before it is multiplied by the reflection filter color.
Reflection Filterreflection_filter.red
reflection_filter.green
reflection_filter.blue
Reflection 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
Returns 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
Returns 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.blue
Pure surface refraction before it is multiplied by the refraction filter color.
Refraction Filterrefraction_filter.red
refraction_filter.green
refraction_filter.blue
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 may be considered an alpha channel for refractions.
Refraction Glossinessrefraction_glossiness.red
refraction_glossiness.green
refraction_glossiness.blue
Returns 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 surfaces in the scene.
Shadowshadow.red
shadow.green
shadow.blue
Diffuse light that is blocked by scene objects.
 Shadow Rawshadow_raw.red
shadow_raw.green
shadow_raw.blue
Raw light that is blocked by scene 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.

 

Denoiser Outputs

Based on the Generate Render Elements parameter of the Denoiser Render Element, different sets of channels are generated:

Manual mode

Single pass only
(in addition to manual)

All possible denoising elements
(in addition to Single pass)

other.defocusAmount

diffuseFilter.red
diffuseFilter.green
diffuseFilter.blue

atmospheric_effects.red
atmospheric_effects.green
atmospheric_effects.blue

other.noiseLevel

reflectionFilter.red
reflectionFilter.green
reflectionFilter.blue

background.red
background.green
background.blue

 

refractionFilter.red
refractionFilter.green
refractionFilter.blue

globalillumination.red
globalillumination.green
globalillumination.blue

 

worldNormals.X
worldNormals.Y
worldNormals.Z

lighting.red
lighting.green
lighting.blue

 

worldPositions.X
worldPositions.Y
worldPositions.Z

reflection.red
reflection.green
reflection.blue

 

 

refraction.red
refraction.green
refraction.blue

 

 

specular.red
specular.green
specular.blue