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3ds Max :: G-Buffer Support
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VRay for 3ds Max Manual
G-Buffer Support
Search keywords: g-buffer, RLA, RPF,
render effects
V-Ray supports multi-layered G-Buffer output required for writing .rla
and .rpf files, as well as by many 3dsmax render effects. V-Ray will
automatically generate the g-buffer channels requested by the image output
and the render effects and there is no need to select these manually.
This is a list of supported G-Buffer channels in 3ds Max.
| 3ds Max channel name |
Supported by V-Ray |
Description |
| Z |
yes |
Depth buffer. Note that in difference from the
scanline renderer, V-Ray stores in this channel the distance to the
camera, and not to the camera plane. |
| Material Effects |
yes |
The material ID. |
| Object |
yes |
The object node id that is set through the
Properties dialog of an object. |
| UV Coordinates |
yes |
The surface UV coordinates. Note that V-Ray will always output
the UV coordinates for mapping channel 1. |
| Normal |
yes |
The surface normal relative to the camera. |
| Non-Clamped Color |
yes |
The real unclamped pixel color. Note that this channel stores
the pixels before any color mapping is applied. Like with the
scanline renderer, this channel does not store atmospheric effects. |
| Coverage |
yes |
The contribution of an object to the image pixel. |
| Node Render ID |
yes |
A unique ID assigned by the renderer to each node. |
| Color |
yes |
The material color for the object. Like with the scaneline
renderer, this does not include any atmospheric effects. |
| Transparency |
yes |
The material transparency for the object. Like with the scanline
renderer, this does not include atmospherics. |
| Velocity |
yes |
The surface velocity relative to the camera. |
| Sub-Pixel Weight |
yes |
The contribution of an object to the image pixel including
transparencies. |
| Sub-Pixel Mask |
no |
A bit mask for the contribution of an object to a pixel. The
Sub-Pixel Mask channel is meaningless
when AA filters, depth of field and motion blur are taken into
consideration, which is why V-Ray does not support it. |
- V-Ray takes antialiasing filters into account when generating the
g-buffer channels, in contrast with the default scanline renderer of 3ds
Max. This may cause differences in the way some render effects work. If this
is a problem, turn off the AA filter from the
Image sampler rollout. Also, avoid using AA filters with negative
components (Catmull-Rom,
Mitchell-Netravali) when generating a g-buffer - 3ds Max cannot
handle layers with negative coverage and V-Ray will ignore those when
creating the 3ds Max g-buffer.
- Generating a correct multi-layer g-buffer requires extra memory. This is
because the 3ds Max g-buffer supports only scanline-style writing. However,
V-Ray renders in buckets and cannot provide the data in scanline order.
That's why V-Ray stores all the g-buffer data while rendering, and then
writes it at once into the final image.
- G-Buffer layers are now generated correctly in Distributed rendering
mode. This means that render effects like image motion blur will now work in
DR mode too.
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Renderings by Dennis Brunn |
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