---
title: "ExtraTex"
canonical: "https://documentation.chaos.com/space/VMAYA/111739310/ExtraTex"
format: markdown
---
This page provides information on the Extra Texture render element.

## **Overview**

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** **


## **Attributes**

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##   
**Sample Usage**

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> Macro (inline-media-image)

   
Ambient Occulsion from Extra Texture pass




> Macro (inline-media-image)

   
Object Normals from Extra Texture pass



## **Common Uses - Relighting With the World Point Position and Bump Normals**

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Bump Normals and World Positions Render Elements are useful for changing the appearance of lighting in a scene in a composite without the need for re-rendering. The example below is a lighting workflow that is used at a composite level to change the lighting in the scene. Note that it does not create any extra shadowing or GI. While the Bump Normal Render Element provides information about how lights affect each surface; the Point Position element passes the spatial location of each pixel. When used together it allows lights added in composite to react on the pixels as if they were the surface of the model.



## **Common Uses - UV Element Retexturing**

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By using Maya's SamplerInfo texture with Extra tex, a Render Element can be created to replace object's texture during compositing without the need to re-render the scene. 





## **Common Uses - Ambient Occlusion Example Workflow**

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VRayDirt is useful for changing the appearance of a render in a compositing or image editing software. Here is how to add Ambient Occlusion using ExtraTex render element:


> Macro (anchor)



## **Notes**

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- Filtering and AA are only applied to extraTex when **Type** is set to **Texture**. When **Type** is set to **Float texture** or **Int texture**, for pixels where multiple objects are visible, the object that most contributes to that pixel has its ID stored. This is to prevent the mask from breaking around the edges of the objects.