

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.Ī generic render element container. Indirect reflections coming from the Coat layers of VRayMtl used in the scene.įor each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel. Returns a float value that corresponds with the Coat Glossiness value of the VRayMtl Coat layer. Reflection filter for VRayMtl Coat layer. This channel does not include GI caustics.ĭirect surface specular highlights coming from the VRayMtl Coat layer used in the scene. These caustics are present only when the Caustics option of V-Ray is enabled. Use the VRaySamplerInfo utility texture node to get the normals in camera, world or object space. Normals generated by bump maps, in screen space (which is not the same as camera space). Image background, such as any Background Texture specified in the Environment overrides. For V-Ray GPU they are always enabled without an option to disable them.Ĭolor Depth of EXR floating-point channels *Ītmospheric effects, such as Environment Fog. They are also enabled by default for new scenes. The consistent elements are automatically enabled when the scene contains an adaptive dome light so they don't have artifacts. There's an option to enable or disable the new behavior in the Rendering rollout under the Overrides tab in the Render Settings window. VRayRawGlobalIllumination = VRayGlobalIllumination / DiffuseFilter). This is because the raw elements have to be derived internally from the corresponding normal elements in order to work with the consistent elements (e.g. The raw elements are affected only when the corresponding normal and filter elements are available, otherwise they're rendered as before. This change makes the elements more consistent but it's also needed for preventing artifacts in these elements with the adaptive dome light (and possibly in the future with other adaptive lights). In both cases they compose back to Beauty correctly but the different types of contributions are now split between the elements more consistently. Some of the direct contributions that should be in the Lighting and Specular elements were written to the GI and Reflection elements instead. Previously this behavior depended on the sampling of the lights and not just on the type of the contribution. Therefore standard Maya render elements will not work with V-Ray, and vice-versa. However, V-Ray provides its own render elements and does not support the standard render elements implemented in Maya. V-Ray supports the built-in Maya Render Elements User Interface. These parameters are described on each render element's individual page, along with common uses and any notes on their generation and usage. Most render elements have parameters that can be customized to further assist the composting process. Render elements are generated at render time based on the user's selection before rendering. They can also be saved out of the VFB as many common file formats. Render elements appear in the V-Ray Frame Buffer (VFB) and can be viewed from the drop-down at the upper left corner of the VFB. Render elements are also sometimes known as render passes. This gives fine control over the final image when using compositing or image editing applications to re-assemble the component elements. Render Elements are a way to break out renders into their component parts such as diffuse color, reflections, shadows, mattes, etc.
