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07-848 2005

V-Ray for Maya

Render Elements

This page discusses render elements in general, with links to sub-groups of render elements.

Last updated 2 July 2026

This page discusses render elements in general, with links to sub-groups of render elements.

Overview

Render Elements are a way to break out renders into their component parts such as diffuse color, reflections, shadows, mattes, etc. This gives fine control over the final image when using compositing or image editing applications to reassemble the component elements. Render elements are also sometimes known as render passes.

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. They can also be saved out of the VFB as many common file formats.

Render elements are generated at render time based on the user's selection before rendering. Most render elements have parameters that can be customized to further assist the composting process. These parameters are described on each render element's individual page, along with common uses and any notes on their generation and usage.

V-Ray supports the built-in Maya Render Elements User Interface. However, V-Ray provides its own render elements and does not support the standard render elements implemented in Maya. Therefore standard Maya render elements will not work with V-Ray, and vice-versa.

The list of render elements that are supported by V-Ray can be found on the List of Supported Render Elements section below. All render elements support native V-Ray materials. Some render elements also support standard Maya materials, and these are noted on the Supported Render Elements page as well.

When using the V-Ray frame buffer, V-Ray will write render elements only if you specify either one of the V-Ray raw image file outputs or the Separate render channels options. If you want to specify the render elements outputs using the Maya Render Output field or using the output options of the various render elements, then you have to disable the V-Ray frame buffer.

UI Path

maya2025_72000_RenderElements.png

Render Elements Sub-groups

Render Elements in V-Ray break down into four major groups:

Beauty Render Elements

BeautyRes.jpg

The Beauty Render Elements are the primary render elements that form V-Ray's
pre-composited final render pass known as Beauty or RGB Color. These include the
Lighting, Global Illumination, Reflection, Refraction, Specular, etc.

Matte Render Elements

The Matte Render Elements aid selection masking in the compositing process.
These include the Material ID, Multi Matte, Object ID, and Render ID Render Elements.

Geometry Render Elements

GeometryREs.jpg

The Geometry Render Elements rely on geometry to generate geometry data for the compositing
process. These include the Velocity, Z-Depth, and Normals Render Elements.

Utility Render Elements

UtilityREs.jpg

The Utility Render Elements give insight into how V-Ray is running and extra functionality for compositing.
These include the Distributed Render ID, Sample Rate, Denoiser, Extra texture, etc.

List of Supported Render Elements

The following render elements are supported by V-Ray. All render elements support native V-Ray materials while some render elements support standard Maya materials, as noted in the table below.

Render element

Maya node name

Color Depth of EXR floating-point channels*

Description

Render element

Maya node name

Color Depth of EXR floating-point channels*

Description

Atmospheric Effects

vrayRE_Atmospheric_Effects

16bit/32bit

Atmospheric effects, such as Environment Fog.

Back to Beauty

16bit/32bit

Expands as all beauty elements for the actual rendering.

Background

vrayRE_Background

16bit/32bit

Image background, such as any Background Texture specified in the Environment overrides.

Bump Normals

vrayRE_BumpNormals

16bit/32bit

Normals generated by bump maps, in screen space (which is not the same as camera space). Use the VRaySamplerInfo utility texture node to get the normals in camera, world or object space.

Caustics

vrayRE_Caustics

16bit/32bit

The caustics on the material. These caustics are present only when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.

Coat Specular

vrayRE_Coat

16bit/32bit

Direct surface specular highlights coming from the VRayMtl Coat layer used in the scene.

Coat Filter

vrayRE_Coat_Filter

16bit/32bit

Reflection filter for VRayMtl Coat layer.

Coat Glossiness

vrayRE_Coat_Glossiness

16bit/32bit

Returns a float value that corresponds with the Coat Glossiness value of the VRayMtl Coat layer.

Coat Reflection

vrayRE_Coat_Reflection

16bit/32bit

Indirect reflections coming from the Coat layers of VRayMtl used in the scene.

Coverage

vrayRE_Coverage

16bit/32bit

For each pixel, the final values for the render element are taken from the object that makes the largest contribution to that pixel.

Cryptomatte

vrayRE_Cryptomatte

forced 32bit (for multi-channel files)

Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs.

Custom Color

vrayRE_Custom_Color

16bit/32bit

A generic render element container. Use the Alias value to specify which render element it should be used as.

DR Bucket

vrayRE_DR_Bucket

16bit/32bit

Identifies the render node responsible for rendering a bucket during distributed rendering.

Diffuse

vrayRE_Diffuse

16bit/32bit

Pure diffuse surface color.

Denoiser

vrayRE_Denoiser

16bit/32bit

Applies a denoising operation to the image after it is rendered (with the necessary channels).

Enhancer Data

vrayRE_Enhancer_Data

16bit/32bit

Contains three render channels: MaterialID, ObjectID, and depth. These channels are automatically generated and are necessary for accurate AI-based image enhancement using the Chaos AI Enhancer tool.

Extra Texture

vrayRE_Extra_Tex

forced 32bit (optional for multi-channel files)

Renders the entire scene with a single defined texture mapped on all objects.

Global Illumination (GI)

vrayRE_GI

16bit/32bit

The diffuse surface global illumination. Only present if Global illumination is enabled.

Gaussian Splats

vrayRE_Gaussian_Splats

16bit/32bit

Isolates the VRayGaussianSplat geometry in the scene.

LightMix

vrayRE_Light_Mix

16bit/32bit

Adjusts intensity and color of lights and light emitting materials during and after render directly from the VFB.

Light Select

vrayRE_Light_Select

16bit/32bit

Extracts the contribution of a user-defined light or a set of lights in the scene as a separate render element.

Light Path Expressions

vrayRE_Light_Select

A tool for extracting specific lighting events from the scene to a separate channel.

Lighting

vrayRE_Lighting

16bit/32bit

Diffuse direct surface lighting.

Lightning Analysis

vrayRE_Lightning_Analysis

16bit/32bit

Provides visual representation of the lighting intensity within a rendered frame.

Material ID

vrayRE_Material_ID

Material ID of scene objects.

Material Select

vrayRE_Material_Select

16bit/32bit

Renders only the object(s) assigned to a user-specified V-Ray compatible material. The material can be a top-level material or a sub-material of a VRayBlendMtl.

Matte Shadow

vrayRE_Matte_shadow

16bit/32bit

Matte shadow part of the image.

Metalness

vrayRE_Metalness

16bit/32bit

Creates a black and white image, which can be used as a metalness mask when creating PBR shaders.

Multi Matte

vrayRE_Multi_Matte

16bit/32bit

Creates selection masks based on an object ID or material ID.

Multi Matte ID

vrayRE_Multi_Matte_ID

16bit/32bit

Returns an integer value in the image that corresponds to the value of the object's multiMatte ID #.

Noise Level

vrayRE_Noise_Level

16bit/32bit

Creates a monochromatic image showing the amount of noise in the render.

Normals

vrayRE_Normals

16bit/32bit

Surface normals in camera space. To output the normals in screen/object/world space, use Maya's Sampler Info utility texture node.

Object ID

vrayRE_Object_ID

Returns solid un-shaded colors to represent a numerical identifiers set through that object's Attributes, Object Property, or assigned material. Useful for selection masks. EXRs and .vrimg formats store as integer values.

Object Select

vrayRE_Object_select

16bit/32bit

Renders only the object(s) called out with a specific Object or Material ID. This effect is reversible to create a render element that excludes a particular object or objects according to Object or Material ID.

Raw Coat Filter

vrayRE_Raw_Coat_Filter

16bit/32bit

Creates a solid mask showing the areas of reflection in the Coat layer without being affected by Fresnel.

Raw Coat Reflection

vrayRE_Raw_Coat_Reflection

16bit/32bit

Pure surface indirect reflection from a VRayMtl Coat layer before it is multiplied by the reflection filter color.

Raw Diffuse Filter

vrayRE_Raw_Diffuse_Filter

16bit/32bit

A solid mask of raw diffuse surface color information not affected by fresnel falloff.

Raw GI

vrayRE_Raw_GI

16bit/32bit

Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.

Raw Light

vrayRE_Raw_Light

16bit/32bit

Raw diffuse direct illumination before it's multiplied by the diffuse surface color.

Raw Reflection

vrayRE_Raw_Reflection

16bit/32bit

Pure surface indirect reflection before it is multiplied by the reflection filter color.

Raw Reflection Filter

vrayRE_Raw_Reflection_Filter

16bit/32bit

A solid mask of raw reflection information not affected by fresnel falloff.

Raw Refraction

vrayRE_Raw_Refraction

16bit/32bit

Pure surface refraction before it is multiplied by the refraction filter color.

Raw Refraction Filter

vrayRE_Raw_Refraction_Filter

16bit/32bit

A solid mask of raw refraction information not affected by fresnel falloff.

Raw Shadow

vrayRE_Raw_Shadow

16bit/32bit

Raw light blocked by other objects.

Raw Sheen Filter

vrayRE_Raw_Sheen_Filter

16bit/32bit

Holds information similar to Sheen Filter RE, but without being affected by Fresnel.

Raw Sheen Reflection

vrayRE_Raw_Sheen_Reflection

16bit/32bit

Pure surface indirect reflection from a VRayMtl Sheen layer before it is multiplied by the reflection filter color.

Raw Total Light

vrayRE_Raw_Total_Light

16bit/32bit

Sum of all raw lighting, both direct and indirect.

Reflect IOR

vrayRE_Reflect_IOR

16bit/32bit

Stores floating-point information that corresponds to the Fresnel IOR values of scene objects' materials.

Reflection

vrayRE_Reflection

16bit/32bit

All indirect reflections from a surface.

Reflection Filter

vrayRE_Reflection_Filter

16bit/32bit

Reflection filter (the color by which the raw reflections are multiplied to give the final surface reflection). This may be considered an alpha channel for reflections.

Reflection Glossiness

vrayRE_Reflection_glossiness

16bit/32bit

Returns a float value that corresponds with the Reflection Glossiness value of an object's material.

Refraction

vrayRE_Refraction

16bit/32bit

Refractions through a surface.

Refraction Filter

vrayRE_Refraction_Filter

16bit/32bit

The refraction filter mitigates the raw refraction layer. This render element returns the color by which the raw refractions are multiplied to give the final surface refraction. This may be considered an alpha channel for refractions.

Refraction Glossiness

vrayRE_Refraction_glossiness

16bit/32bit

Returns a float value that corresponds to the Refraction Glossiness value of an object's material.

Render ID

vrayRE_Render_ID

Node render ID of the object that contributes most to the pixel value.

Render Time

vrayRE_Render_Time

16bit/32bit

Shows a floating-point number for each pixel's render time measured in milliseconds.

SSS

vrayRE_SSS

16bit/32bit

Renders just the subsurface part of the VRaySSS2 material on a separate layer.

Sample Rate

vrayRE_Sample_Rate

16bit/32bit

Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel.

Sampler Info

vrayRE_Sampler_Info

forced 32bit (for multi-channel files)

Provides information about various aspects of the shaded points - position, normal, bump normal, reflection/refraction vectors and UVW coordinates. Can be used e.g. for world position passes or normal passes.

Self Illumination

vrayRE_Self_Illumination

16bit/32bit

Self-illumination of the surface.

Shadow

vrayRE_Shadow

16bit/32bit

Diffuse light that is blocked by other objects.

Sheen Specular

vrayRE_Sheen

16bit/32bit

Direct surface specular highlights coming from the VRayMtl Sheen layer used in the scene.

Sheen Filter

vrayRE_Sheen_Filter

16bit/32bit

Reflection filter for VRayMtl Sheen layer.

Sheen Glossiness

vrayRE_Sheen_Glossiness

16bit/32bit

Returns a float value that corresponds with the Sheen Glossiness value of the VRayMtl Sheen layer.

Sheen Reflection

vrayRE_Sheen_Reflection

16bit/32bit

Indirect reflections coming from the Sheen layer(s) of VRayMtl used in the scene.

Specular

vrayRE_Specular

16bit/32bit

All direct specular highlights coming from a surface.

Toon

vrayRE_Toon

16bit/32bit

Stores results of V-Ray Toon rendering effect.

Toon Specular

vrayRE_Toon_Specular

16bit/32bit

Stores Toon Specular reflection (highlights) information calculated from the VRayToonMtl.

Total Light

vrayRE_Total_Light

16bit/32bit

Total lighting in the scene, both direct and indirect.

Velocity

vrayRE_Velocity

16bit/32bit

Surface velocity of an object. This render element is useful for generating motion blur in post-production.

Z-depth

vrayRE_Z_depth

forced 32bit (for multi-channel files)

Z-depth of surfaces in the scene.

VRScans Paint Mask

vrayRE_VRScans_Paint_Mask

16bit/32bit

Allows color changes to a V-Ray Scanned Material in compositing.

VRScans Zone Mask

vrayRE_VRScans_Zone_Mask

16bit/32bit

Shows the zone that is a map of the sub-materials. The rendered image is monochrome. The white color specifies the selected zone, whereas the black color specifies the other parts of the image.

* For all image formats except EXR the render elements depend on their respective channels' output settings.

Notes

  • V-Ray always anti-aliases with respect to the RGB Color channel. Therefore, other channels may appear jagged or noisy in areas where V-Ray has placed fewer samples.
  • Render elements will render in Distributed Rendering mode.
  • Render elements require additional storage when rendering and thus increase the amount of RAM used during rendering. When rendering to the V-Ray VFB, you can reduce this by rendering directly to a .vrimg file on disk and not storing the final image in memory.
  • Render elements may slow down the final image rendering a little bit, depending on the number of elements that are selected. They have no effect on GI/reflection, etc. calculations.
  • Since V-Ray Next, the Reflection Hilight Glossiness has been removed from the UI as it can no longer be controlled separately from the Reflection Glossiness in VRayMtl. As there will be no difference between the Reflection Hilight Glossiness Render Element and the Reflection Glossiness one, the Reflection Hilight Glossiness Render Element is no longer available.
  • When selecting the Affect All channels option of VRayMtl/VRayToonMtl, be aware that the information of the respective component will affect all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.
  • The Render Time render element is always forced to be stored as a 32-bit channel when saving V-Ray raw image file (OpenEXR).