List of Supported Render Elements
This page provides a list of the render elements supported in V-Ray for 3ds Max.
Page Contents
Overview
The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard 3ds Max materials, and are noted in the table below.
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.
Supported Render Elements
Render element name |
VRayMtl |
Std. material |
Filtering |
Transparency |
Description |
✓ |
✓ |
– |
N/A |
Creates selection masks based on object G-buffer ID or material ID. |
|
✓ |
✓ |
✓ 2 |
✓ |
Alpha transparency |
|
✓ |
✓ |
– 2 |
✓ |
Atmospheric effects |
|
✓ |
✓ |
✓ 2 |
✓ |
The image background |
|
✓ |
✓ |
✓ |
– |
The normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo render element to get the normals in camera, world or object space. |
|
✓ |
– 1 |
✓ 2 |
✓ |
The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics. |
|
✓ |
✓ |
– |
✓ |
Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. |
|
✓ |
✓ |
✓ |
✓ |
Applies a denoising operation to the image after it is rendered (with the neccessary channels). |
|
✓ |
✓ |
✓ 2 |
✓ |
The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting. |
|
N/A |
N/A |
N/A |
N/A |
Shows which render node rendered which bucket during distributed rendering |
|
N/A |
N/A |
– |
N/A |
Renders the entire scene with one texture mapped on all objects. |
|
✓ |
– 1 |
✓ 2 |
✓ |
The diffuse surface global illumination. Only present if Global illumination is enabled. |
|
✓5 |
– |
✓ |
– |
Displays the illumination in each part of the scene in a similar way to the VRayLightMeter helper. |
|
✓ |
✓ |
✓ 2 |
✓ |
The diffuse direct surface lighting. |
|
✓ |
✓ |
✓ |
✓ |
Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. |
|
✓ |
✓ |
✓ |
✓ |
The matte shadow part of the image. |
|
✓ |
✓ |
– 3 |
– |
The material ID of the object. |
|
✓ |
✓ |
✓ |
– |
Grayscale image from materials' reflection glossiness amount. |
|
✓ |
– |
✓ |
– |
Grayscale image from materials' highlight glossiness amount. |
|
✓ |
N/A |
✓ |
– |
Grayscale float image from materials' Fresnel reflections IOR amount. |
|
✓ |
– |
✓ |
– |
Grayscale image from materials' refraction glossiness amount. |
|
✓ |
– |
✓ |
✓ |
This element allows you to write the result of a V-Ray compatible material into a separate element. The material can be a top-level material or a sub-material of VRayMtlBlend. |
|
✓ |
✓ |
✓ |
✓ |
Outputs the noise level for pixels. Same as the noiseLevel render element produced by the VRayDenoiser, but as a standalone render element. |
|
✓ |
✓ |
✓ |
– |
The surface normals in screen space (which is not the same as camera space). To output the normals in camera/object/world space, use VRaySamplerInfo render element. |
|
✓ |
✓ |
– 3 |
– |
The object G-buffer ID (set through the node's Properties dialogue). |
|
✓ |
✓ |
✓ |
✓ |
Stores only the object(s) called out with a specific Object or Material ID. |
|
N/A |
N/A |
N/A |
N/A |
Controls some internal settings for V-Ray that are otherwise inaccessible. |
|
✓ |
– |
✓ |
✓ |
A solid mask of raw diffuse surface color information not affected by fresnel falloff. |
|
✓ |
✓ |
✓ 2 |
✓ |
The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. |
|
✓ |
– |
✓ 2 |
✓ |
The raw diffuse direct illumination before it's multiplied by the diffuse surface color. |
|
✓ |
– |
✓ 2 |
✓ |
The pure surface reflection, before it is multiplied by the reflection filter color. |
|
✓ |
N/A |
✓ |
✓ |
A solid mask of raw reflection information not affected by fresnel falloff. |
|
✓ |
– |
✓ 2 |
✓ |
The pure surface refraction before it is multiplied by the refraction filter color. |
|
✓ |
N/A |
✓ |
– |
A solid mask of raw refraction information not affected by fresnel falloff. |
|
✓ |
– |
✓ 2 |
✓ |
The raw light that was blocked by other objects. |
|
✓ |
– |
✓ |
✓ |
The sum of all raw lighting - direct and indirect. |
|
✓ |
✓ |
✓ 2 |
✓ |
The reflections on the surface. |
|
✓ |
– |
✓ 2 |
✓ |
The reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered as an alpha channel for the reflections. |
|
✓ |
– |
✓ 2 |
✓ |
The refractions on the surface. |
|
✓ |
– |
✓ 2 |
– |
The refraction filter (the color by which the raw refractions are multiplied to give the final surface refraction). This may be considered as an alpha channel for the refractions. |
|
✓ |
✓ |
– 3 |
✓ |
The node render ID of the object that contributes most to the pixel value. |
|
N/A |
N/A |
N/A |
N/A |
Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. |
|
N/A |
N/A |
N/A |
N/A |
Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used f.e. for world position passes or normal passes. |
|
✓ |
✓ |
✓ 2 |
✓ |
The self-illumination of the surface. |
|
✓ |
– |
✓ 2 |
✓ |
The diffuse light that was blocked by other objects. |
|
✓ |
✓ |
✓ 2 |
✓ |
The surface specular highlights. |
|
– |
– |
✓ |
✓ |
Renders just the subsurface part of VRaySSS2 and VRaySkinMtl materials on a separate layer. |
|
✓ |
✓ |
– 3 |
✓ |
Stores the toon outlines information. |
|
✓ |
✓ |
✓ |
✓ |
The total lighting in the scene, direct and indirect. |
|
✓ |
✓ |
✓ 2 |
✓ |
The unclamped image color. |
|
✓ |
✓ |
✓ |
– |
The surface velocity. This channel will not be generated if 3d motion blur is enabled. |
|
✓ |
✓ |
✓ |
✓ |
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. |
|
✓ |
✓ |
✓ |
– |
The z-depth of the surface. |
Footnotes
NOTE 1 – For Standard materials, the VRayLighting element includes the direct and indirect lighting, as well as caustics, while the VRayGlobalIllumination and VRayCaustics elements are black. However, for all materials, adding the VRayLighting, VRayGlobalIllumination, and VRayCaustics elements always gives the total diffuse surface lighting.
NOTE 2 – When an element is filtered, it is dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it is not affected by atmospherics.
NOTE 3 – Render Element is Always Off.
NOTE 4 – The channels needed for the denoise operation are automatically generated when the render element has been added before rendering.
NOTE 5 – VRayIlluminance doesn't work with the following VRay materials - VRay2SidedMtl, VRayBlendMtl, VRayBumpMtl, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRayStochasticFlakesMtl.