| Render element name |
VRayMtl support |
Std material support |
Filtering control |
Transparency support |
Description |
|
VRayAlpha |
yes |
yes |
yes** |
yes |
Alpha transparency. |
|
VRayAtmosphere |
yes |
yes |
no** |
yes |
The atmospheric effects. |
|
VRayBackground |
yes |
yes |
yes** |
yes |
The image background. |
|
VRayCaustics |
yes |
no* |
yes** |
yes |
The caustics on the material. Only present
when the
Caustics option of V-Ray is enabled. This channel does not
include GI caustics. |
|
VRayDiffuseFilter |
yes |
yes |
yes** |
yes |
The pure diffuse surface color. Note that
this is different from the standard 3ds Max
Diffuse render element, which contains the diffuse surface
lighting. |
|
VRayGlobalIllumination |
yes |
no* |
yes** |
yes |
The diffuse surface global illumination. Only
present if
Global illumination is enabled. |
|
VRayLighting |
yes |
yes* |
yes** |
yes |
The diffuse direct surface lighting. |
|
VRayMtlID |
yes |
yes |
no (always off) |
no |
The material ID of the object. |
|
VRayMtlSelect |
yes |
no |
yes |
yes |
This element allows you 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
VRayBlendMtl. |
|
VRayNormals |
yes |
yes |
yes |
no |
The surface normals. |
|
VRayObjectID |
yes |
yes |
no (always off) |
no |
The object gbuffer ID (set through the node's
Properties dialog). |
|
VRayRawGlobalIllumination |
yes |
yes |
yes** |
yes |
The raw diffuse global illumination (not
multiplied by the diffuse surface color). Only present if
Global illumination is enabled. |
|
VRayRawLighting |
yes |
no |
yes** |
yes |
The raw diffuse direct illumination before
it's multiplied by the diffuse surface color. |
|
VRayRawReflection |
yes |
no |
yes** |
yes |
The pure surface reflection before it's
multiplied by the reflection filter color. |
|
VRayRawRefraction |
yes |
no |
yes** |
yes |
The pure surface refraction before it's
multiplied by the refraction filter color. |
|
VRayRawShadow |
yes |
no |
yes** |
yes |
The raw light that was blocked by other
objects. |
|
VRayReflection |
yes |
yes |
yes** |
yes |
The reflections on the surface. |
|
VRayReflectionFilter |
yes |
no |
yes** |
yes |
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 |
yes |
no |
yes** |
yes |
The refractions on the surface. |
|
VRayRefractionFilter |
yes |
no |
yes** |
yes |
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 |
yes |
yes |
no (always off) |
no |
The node render ID of the object that
contributes most to the pixel value. |
|
VRaySelfIllumination |
yes |
yes |
yes** |
yes |
The self-illumination of the surface. |
|
VRayShadow |
yes |
no |
yes** |
yes |
The diffuse light that was blocked by other
objects. |
|
VRaySpecular |
yes |
yes |
yes** |
yes |
The surface specular
highlights. |
|
VRayUnclampedColor |
yes |
yes |
yes** |
yes |
The unclamped image color. |
|
VRayVelocity |
yes |
yes |
yes |
no |
The surface velocity. This channel will not be
generated if 3d motion blur is enabled. |
|
VRayWireColor |
yes |
yes |
yes |
yes |
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 |
yes |
yes |
yes |
no |
The z-depth of the surface. |
* 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 be dimmed by atmospheric effects
like fog etc. However, when an element is unfiltered, it will not be
affected by atmospherics.