Render elements |
Examples |
List of supported render elements
V-Ray supports the 3ds Max Render elements interface since version 1.48. Note however, that V-Ray provides its own render elements and does not support the standard ones implemented in 3ds Max. Standard 3ds Max render elements will not work with V-Ray and vice-versa.
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. This is noted in the table below.
Render element name VRayMtl support Std material support Filtering control Transparency support Description VRayAlpha
yes
yes
yes**
yes
Alpha transparency. VRayAtmosphere
yes
yes
no**
yes
The atmospheric effects. VRayBackground
yes
yes
yes**
yes
The image background. VRayCaustics
yes
no*
yes**
yes
The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics. VRayDiffuseFilter
yes
yes
yes**
yes
The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting. VRayGlobalIllumination
yes
no*
yes**
yes
The diffuse surface global illumination. Only present if Global illumination is enabled. VRayLighting
yes
yes*
yes**
yes
The diffuse direct surface lighting. VRayMtlID
yes
yes
no (always off)
no
The material ID of the object. VRayMtlSelect
yes
no
yes
yes
This element allows you 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. VRayNormals
yes
yes
yes
no
The surface normals. VRayObjectID
yes
yes
no (always off)
no
The object gbuffer ID (set through the node's Properties dialog). VRayRawGlobalIllumination
yes
yes
yes**
yes
The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. VRayRawLighting
yes
no
yes**
yes
The raw diffuse direct illumination before it's multiplied by the diffuse surface color. VRayRawReflection
yes
no
yes**
yes
The pure surface reflection before it's multiplied by the reflection filter color. VRayRawRefraction
yes
no
yes**
yes
The pure surface refraction before it's multiplied by the refraction filter color. VRayRawShadow
yes
no
yes**
yes
The raw light that was blocked by other objects. VRayReflection
yes
yes
yes**
yes
The reflections on the surface. VRayReflectionFilter
yes
no
yes**
yes
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. VRayRefraction
yes
no
yes**
yes
The refractions on the surface. VRayRefractionFilter
yes
no
yes**
yes
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. VRayRenderID
yes
yes
no (always off)
no
The node render ID of the object that contributes most to the pixel value. VRaySelfIllumination
yes
yes
yes**
yes
The self-illumination of the surface. VRayShadow
yes
no
yes**
yes
The diffuse light that was blocked by other objects. VRaySpecular
yes
yes
yes**
yes
The surface specular hilights. VRayUnclampedColor
yes
yes
yes**
yes
The unclamped image color. VRayVelocity
yes
yes
yes
no
The surface velocity. This channel will not be generated if 3d motion blur is enabled. VRayWireColor
yes
yes
yes
yes
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. VRayZDepth
yes
yes
yes
no
The z-depth of the surface.
* 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.
** When an element is filtered, it will be dimmed by atmospheric effects like fog etc. However, when an element is unfiltered, it will not be affected by atmospherics.