---
title: "List of Supported Render Elements"
canonical: "https://documentation.chaos.com/space/VRHINO/116133439/List%20of%20Supported%20Render%20Elements"
format: markdown
---
This page provides a list of all the render elements supported in V-Ray for Rhino.

 

## **Overview**

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The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard Rhino materials. This is noted in the table below.

 

## **Supported Render Elements**

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| **Render element name** | **VRayMtl support** | **Std material support** | **Filtering control** | **Transparency support** | **Color Depth of EXR floating-point channels**<sup>**[****](#4)**</sup> | **Description** |
| --- | --- | --- | --- | --- | --- | --- |
| **Atmosphere** | ✓ | ✓ | – | ✓ | <span style="color: #202124">16bit/32bit</span> | Atmospheric effects. |
| **Background** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The image background. |
| **Caustics** | ✓ | – * | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics. |
| **Cryptomatte** | ✓ | ✓ | – | ✓ | <span style="color: #202124">forced 32bit (</span><span style="color: #172b4d">for multi-channel files)</span> | <span style="color: #000000">Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.</span> |
| **Denoiser** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | Applies a denoising operation to the image after it is rendered (with the necessary channels). |
| **Diffuse** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The pure diffuse surface color. Note that this is different from the standard Rhino Diffuse render element, which contains the diffuse surface lighting. |
| **DR Buckets** | N/A | N/A | N/A | N/A | <span style="color: #202124">16bit/32bit</span> | Shows which render node rendered which bucket during distributed rendering |
| **ExtraTex** | N/A | N/A | – | N/A | <span style="color: #202124">forced 32bit (optional </span><span style="color: #172b4d">for multi-channel files)</span> | Renders the entire scene with one texture mapped on all objects. |
| **Geometric Normals** | ✓ | ✓ | ✓ | – | <span style="color: #202124">16bit/32bit</span> | The surface normals. |
| **Global Illumination** | ✓ | – * | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The diffuse surface global illumination. Only present if [Global illumination](https://docs-chaos.atlassian.net/wiki/spaces/VRHINO/pages/116130551) is enabled. |
| **Lighting** | ✓ | ✓ * | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The diffuse direct surface lighting. |
| **Lighting Analysis** | ✓ | ✓ | ✓ | – | <span style="color: #202124">16bit/32bit</span> | Provides visual representation of the lighting intensity within a rendered frame. |
| **Light Mix** |  |  |  |  | <span style="color: #202124">16bit/32bit</span> | <span style="color: #172b4d">Provides adjustment control to the lights in the scene from inside the New V-Ray Frame Buffer (VFB2).</span> |
| **Material ID Color** | ✓ | ✓ | –  (always off) | – | <span style="color: #202124">16bit/32bit</span> | The material ID Color of the object. |
| **Material ID Number** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | The material ID Number of the object. |
| **Material Random Color** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | Creates colorful selection masks based on the material assignment in the scene. |
| **Matte Shadow** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | The matte shadow part of the image |
| **MultiMatte** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | Creates selection masks based on an object ID or material ID. |
| **Normals and Bump** | ✓ | ✓ | ✓ | – | <span style="color: #202124">16bit/32bit</span> | The normals generated by bump maps. |
| **Object ID***** | ✓ | ✓ | <span style="color: #999999">–</span> | <span style="color: #999999">–</span> | <span style="color: #202124">16bit/32bit</span> | Object G-buffer ID. |
| **Raw GI** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. |
| **Raw Light** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The raw diffuse direct illumination before it's multiplied by the diffuse surface color. |
| **Raw Reflection** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The pure surface reflection before it's multiplied by the reflection filter color. |
| **Raw Refraction** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The pure surface refraction before it's multiplied by the refraction filter color. |
| **Raw Shadow** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The raw light that was blocked by other objects. |
| **Raw Total Light** | ✓ | – | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | The sum of all raw lighting - direct and indirect. |
| **Reflection** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The reflections on the surface. |
| **Reflection Filter** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | 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. |
| **Refraction** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The refractions on the surface. |
| **Refraction Filter** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | 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. |
| **Render ID** | ✓ | ✓ | –  (always off) | – | <span style="color: #202124">16bit/32bit</span> | The node render ID of the object that contributes most to the pixel value. |
| **Sample Rate** | N/A | N/A | N/A | N/A | <span style="color: #202124">16bit/32bit</span> | Shows an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. |
| **Self Illumination** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The self-illumination of the surface. |
| **Shadows** | ✓ | – | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The diffuse light that was blocked by other objects. |
| **Specular** | ✓ | ✓ | ✓ ** | ✓ | <span style="color: #202124">16bit/32bit</span> | The surface specular highlights. |
| **Subsurface Scattering** | <span style="color: #999999">–</span> | <span style="color: #999999">–</span> | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | Renders just the subsurface part of BRDFSSS2Complex material on a separate layer. |
| **Total Light** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | The total lighting in the scene - direct and indirect. |
| **Z-Depth** | ✓ | ✓ | ✓ | – | <span style="color: #202124">forced 32bit (</span><span style="color: #172b4d">for multi-channel files)</span> | The z-depth of the surface. |
| **Ambient Occlusion** | ✓ | ✓ | ✓ | ✓ | <span style="color: #202124">16bit/32bit</span> | Ambient occlusion effect. |
| **Back to Beauty** | – | – | – | – | <span style="color: #202124">16bit/32bit</span> | <span style="color: #172b4d">Expands as all beauty elements for the actual rendering.</span> |

 

### **Footnotes**

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* 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 dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it will not be affected by atmospherics.

*** By selecting an object directly in the viewport, you can set, change or remove an Object ID. *Go to the* *Properties tab > V-Ray > Object ID*.

> Macro (anchor)

**** <span style="color: #172b4d">For all image formats except EXR the render elements depend on their respective channels' output settings.</span>