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title: "Render Elements"
canonical: "https://documentation.chaos.com/space/VMAX/113588095/Render%20Elements"
format: markdown
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This page is about render elements and their basic usage. Overview Render Elements are a way to break out renders into their component parts such as diffuse color, reflections, shadows, mattes, etc. This gives fine control over the final image when using compositing or image editing applications when re-assembling the final image from its component elements. Render elements are also sometimes known as  render passes . Render Elements are generated at render time based on the ones you choose before rendering. Most render elements have parameters that can be set to customize the render element or its later use in compositing software. These parameters are described on each render element's individual page, along with common uses and any notes on their generation and usage. V-Ray supports the built-in 3ds Max Render elements user interface. However, V-Ray provides its own render elements and does not support the standard render elements implemented in 3ds Max. Therefore standard 3ds Max render elements do not work with V-Ray, and vice versa. For a complete list of render elements, see the  List of Supported Render Elements . All render elements support native V-Ray materials. Some render elements also support standard 3ds Max materials. When using the V-Ray frame buffer, V-Ray writes render elements only if you specify either one of the  V-Ray raw image file output or the Separate render channels options.  If you want to specify the render elements outputs using the 3ds Max  Render Output  field or using the output options of the various render elements, then you have to disable the V-Ray frame buffer. ||Render Setup window|| >  Render Elements  tab To use render elements, click the  Add  button to add the render elements you wish to generate at render time. When you render the scene, the added render elements also render. The exception is the  RGB color Render Element , which renders automatically without needing to be added. Supported Render Elements 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. *Click on a column header to sort the elements alphabetically by that column. Render element name VRayMtl support Standard material  support Filtering  control Transparency  support Color Depth of EXR floating-point channels 1 Use Description MultiMatte N/A 16bit/32bit Masks Creates selection masks based on object G-buffer ID or material ID. VRayAlpha 2 16bit/32bit Masks Alpha transparency VRayAO 5 16bit/32bit Overall Post-processing Ambient occlusion effect VRayAtmosphere 2 16bit/32bit Beauty (main) Atmospheric effects VRayBackground 2 16bit/32bit Beauty (main) The image background VRayBackToBeauty – – – – 16bit/32bit Assemblies for quick vfb processing workflows Expands as all beauty elements for the actual rendering. VRayBumpNormals 16bit/32bit Extended effects Post-processing 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. VRayCaustics 4 2 16bit/32bit Beauty (main) The caustics on the material. Only present when the  Caustics  option of V-Ray is enabled. This channel does not include GI caustics. VRayCoatFilter 16bit/32bit Filter Reflection filter for VRayMtl Coat layer. VRayCoatGlossiness 16bit/32bit Extended components Returns a float value that corresponds with the Coat Glossiness value of the VRayMtl Coat layer. VRayCoatReflection 16bit/32bit Extended components Indirect reflections coming from the Coat layers of VRayMtl used in the scene. VRayCoatSpecular 16bit/32bit Extended components Direct surface specular highlights coming from the VRayMtl Coat layer used in the scene. VRayCryptomatte 6 forced 32bit ( for multi-channel files) Masks Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. VRayDenoiser   7 16bit/32bit Assemblies for quick vfb processing workflows Applies a denoising operation to the image after it is rendered (with the necessary channels). VRayDiffuseFilter 2 16bit/32bit Filter The pure diffuse surface color. Note that this is different from the standard 3ds Max Diffuse render element, which contains the diffuse surface lighting. VRayDRBucket N/A N/A N/A N/A 16bit/32bit Diagnostic Shows which render node rendered which bucket during distributed rendering VRayEnhancerData     16bit/32bit  Auto-generated masks for AI enhancement Contains 3 render channels in itself which are auto-generated: MaterialID, ObjectID and depth. They are needed for proper AI enhancement. VRayExtraTex N/A N/A N/A forced 32bit  (optional for multi-channel files) Masks/Overall Post-processing/Diagnostic Renders the entire scene with one texture mapped on all objects. VRayGaussianSplats 16bit/32bit Masks/Overall Post-processing Isolates the VRayGaussiansGeom geometry in the scene. VRayGlobalIllumination 4 2 16bit/32bit Beauty (main) The diffuse surface global illumination. Only present if  Global illumination  is enabled. VRayLighting 2 16bit/32bit Beauty (main) The diffuse direct surface lighting. VRayLightingAnalysis 16bit/32bit Overlay Post effects/Diagnostic Provides visual representation of the lighting intensity within a rendered frame. VRayLightMix N/A N/A N/A N/A 16bit/32bit Assemblies for quick vfb processing workflows Adjusts intensity and color of lights and light emitting materials during and after render directly from the VFB. VRayLightSelect 16bit/32bit Direct Post-processing Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element. VRayMatteShadow 16bit/32bit Overall Post-processing The matte shadow part of the image. VRayMetalness 16bit/32bit PBR material components Creates a black and white image, which can be used as a metalness mask when creating PBR shaders.  VRayMtlID 3 Masks The material ID of the object. VRayMtlReflectGlossiness 16bit/32bit Extended components Grayscale image from materials' reflection glossiness amount. VRayMtlReflectHilightGlossiness 16bit/32bit Extended components Grayscale image from materials' highlight glossiness amount. VRayMtlReflectIOR N/A 16bit/32bit Extended components Grayscale float image from materials' Fresnel reflections IOR amount. VRayMtlRefractGlossiness 16bit/32bit Extended components Grayscale image from materials' refraction glossiness amount. VRayMtlSelect 16bit/32bit Direct Post-processing 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 . VRayNoiseLevel 16bit/32bit Diagnostic Outputs the noise level for pixels. Same as the  noiseLevel  render element produced by the VRayDenoiser, but as a standalone render element. VRayNormals 16bit/32bit Extended effects Post-processing 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. VRayObjectID 3 Masks The object G-buffer ID (set through the node's Properties dialogue). VRayObjectSelect 8 16bit/32bit Direct Post-processing Stores only the object(s) called out with a specific Object or Material ID. VRayOptionRE N/A N/A N/A N/A 16bit/32bit Miscellaneous Controls some internal settings for V-Ray that are otherwise inaccessible. VRayRawCoatFilter 16bit/32bit Raw Filter Creates a solid mask showing the areas of reflection in the Coat layer without being affected by Fresnel. VRayRawCoatReflection 16bit/32bit Raw Pure surface indirect reflection from a VRayMtl Coat layer before it is multiplied by the reflection filter color. VRayRawDiffuseFilter 16bit/32bit Raw Filter A solid mask of raw diffuse surface color information not affected by fresnel falloff. VRayRawGlobalIllumination 2 16bit/32bit Raw The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if  Global illumination  is enabled. VRayRawLighting 2 16bit/32bit Raw The raw diffuse direct illumination before it's multiplied by the diffuse surface color. VRayRawReflection 2 16bit/32bit Raw The pure surface reflection, before it is multiplied by the reflection filter color. VRayRawReflectionFilter N/A 16bit/32bit Raw Filter A solid mask of raw reflection information not affected by fresnel falloff. VRayRawRefraction 2 16bit/32bit Raw The pure surface refraction before it is multiplied by the refraction filter color. VRayRawRefractionFilter N/A 16bit/32bit Raw Filter A solid mask of raw refraction information not affected by fresnel falloff. VRayRawShadow 2 16bit/32bit Raw The raw light that was blocked by other objects. VRayRawSheenFilter 16bit/32bit Raw Filter Holds information similar to Sheen Filter RE, but without being affected by Fresnel. VRayRawSheenReflection 16bit/32bit Raw Pure surface indirect reflection from a VRayMtl Sheen layer before it is multiplied by the reflection filter color. VRayRawTotalLighting 16bit/32bit Raw The sum of all raw lighting - direct and indirect. VRayReflection 2 16bit/32bit Beauty (main) The reflections on the surface. VRayReflectionFilter 2 16bit/32bit Filter 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 2 16bit/32bit Beauty (main) The refractions on the surface. VRayRefractionFilter 2 16bit/32bit Filter 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 3   Masks The node render ID of the object that contributes most to the pixel value. VRayRenderTime 16bit/32bit 9 Diagnostic Shows a floating-point number for each pixel's render time measured in milliseconds. VRayRoughness 16bit/32bit PBR material components Bakes the Reflection Roughness values in a scene, creating a black and white image. VRaySampleRate N/A N/A N/A N/A 16bit/32bit Diagnostic Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. VRaySamplerInfo N/A N/A N/A N/A forced 32bit ( for multi-channel files) Extended effects Post-processing Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes. VRaySelfIllumination 2 16bit/32bit Beauty (main) The self-illumination of the surface. VRayShadows 2 16bit/32bit Overall Post-processing The diffuse light that was blocked by other objects. VRaySheenFilter 16bit/32bit Filter Reflection filter for VRayMtl Sheen layer. VRaySheenGlossiness 16bit/32bit Extended components Returns a float value that corresponds with the Sheen Glossiness value of the VRayMtl Sheen layer. VRaySheenReflection 16bit/32bit Extended components Indirect reflections coming from the Sheen layer(s) of VRayMtl used in the scene. VRaySheenSpecular 16bit/32bit Extended components Direct surface specular highlights coming from the VRayMtl Sheen layer used in the scene. VRaySpecular 2 16bit/32bit Beauty (main) The surface specular highlights. VRaySSS2 16bit/32bit Beauty (main) Renders just the subsurface part of VRaySSS2 and VRaySkinMtl materials on a separate layer. VRayToon 16bit/32bit Overlay Post effects Stores the toon outlines information. VRayTotalLighting 16bit/32bit Overall Post-processing The total lighting in the scene, direct and indirect. VRayUnclampedColor 2 16bit/32bit Overall Post-processing The unclamped image color. VRayVelocity 16bit/32bit Extended effects Post-processing The surface velocity. This channel will not be generated if 3d motion blur is enabled. VRayWireColor 16bit/32bit Masks 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 forced 32bit ( for multi-channel files) Extended effects Post-processing The z-depth of the surface. VRScansPMaskElement 16bit/32bit Masks (Scans) Allows color changes to a V-Ray Scanned Material in compositing. VRScansZone Masks (Scans) Shows the zone that is a map of the sub-materials. The rendered image is monochrome. The white color specifies the selected zone, whereas the black color specifies the other parts of the image. Footnotes 1  – For all image formats except EXR the render elements depend on their respective channels' output settings. 2  – When Enable Filtering is on, the element is dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it is not affected by atmospherics. 3  – Filtering is never applied to this Render Element. 4  – 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. 5  – The background is calculated with unoccluded color by design. You can use compositing with the V-Ray Frame Buffer (VFB). 6  – F orces 32bit only for cryptomatte layers. 7  – The channels needed for the denoise operation are automatically generated when the render element has been added before rendering. 8  –  For VRayObjectSelect RE, only Raw mode is currently supported in vrscene export. 9  – VRayRenderTime render element is always forced to be stored as a 32-bit channel when saving V-Ray raw image file (OpenEXR).   Back to the table   Notes When the  V-Ray VFB  is enabled, all V-Ray render elements appear switched off in the Render Elements tab inside the Render Scene dialog. This is a work-around so that 3ds Max does not create its own render elements bitmaps - this is not required as the elements are stored in the V-Ray VFB itself. If the V-Ray VFB is used, the render elements can be enabled or disabled by using their own V-Ray VFB parameter. VRayAlpha render element is available as an output only when VFB is disabled from Render Setup > V-Ray tab > Frame buffer rollout > Enable built-in VFB, and an output format is chosen from Render Setup > Common tab > Render Output > Save file. V-Ray always antialiases with respect to the RGB color channel. Therefore, other channels may appear jagged or noisy in areas where V-Ray has placed fewer samples. Render elements will render in Distributed Rendering mode, both in the  V-Ray frame buffer  and the 3ds Max frame buffer. Render elements require additional storage when rendering and thus increase the amount of RAM taken during the rendering. When rendering to the  V-Ray VFB , you can reduce this memory by rendering directly to a .vrimg file on disk and not storing the final image in memory. Render elements may slow down the final image rendering a little bit, depending on the number of elements that the user has selected. They have no effect on GI/reflection, etc. calculations. The Illuminance Render Element can no longer be created in V-Ray Next and later. Instead, use the  Lighting Analysis  Render Element. If you work with scenes created with an older V-Ray version that stores this render element, it will be loaded in V-Ray Next and later. When selecting the Affect All channels option of VRayMtl/VRayToonMtl,  be aware that the information of the respective component will affect all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer. V-Ray follows 3ds Max’s conventions for right-click actions on parameter spinners. Right-clicking a parameter spinner sets its value to the minimum allowed. Ctrl + right-click resets the value to its default. Right-clicking a parameter value opens a dropdown menu with an option to reset it to the default.