---
title: "Refraction Filter"
canonical: "https://documentation.chaos.com/space/VRAYNUKE/110625531/Refraction%20Filter"
format: markdown
---
This page gives some basic details about the Refraction Filter Render Element and how it is used in compositing.

 

## <span style="color: #000000">**Overview**</span>

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> ⚠️ To properly calculate the Refraction Filter Render Element, the Refraction Render Element must also be added to the list of render elements being calculated during the rendering process to properly determine all the refraction information in the scene.

 

 

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UI Path: ||Toolbar|| >** V-Ray Menu icon > Render > VRayRenderElement > Type: Refraction Filter**

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## **Properties**

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The Refraction Filter render element has no controllable properties.

 

![image](media://f5e32bf8-ff70-43bd-b0a2-cbde35361637)

 

## **Common Uses**

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The Refraction Filter Render Element is useful for changing the appearance of refractive elements after rendering, using a compositing or image editing application. Below are examples of possible uses.

 

## **Underlying Compositing Equation**

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The Refraction Filter Render Element is multiplied by the Raw Refraction to produce the same information seen in the Refraction pass, but having them separated out allows them to be manipulated individually before combining them together.  
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[Refraction Raw](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625533) x **Refraction Filter** = [Refraction](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625535)

 

![image](media://c0043946-121f-4af8-bde4-978d87dc595e)

 

 

## **Notes**

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- To properly calculate the refraction information in the Refraction Filter and [Refraction Raw](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625533) Render Elements, the [Refraction Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625535) must also be rendered at the same time, even if it's not going to be used in the compositing process. Doing so enables all the refraction information to be included in the rendering calculations.