V-Ray for Nuke
List of Supported Render Elements
This page provides a list of the render elements supported in V-Ray for Nuke.
Last updated 18 September 2025
This page provides a list of the render elements supported in V-Ray for Nuke.
Overview
The following render elements are available in V-Ray for Nuke.
Supported Render Elements
Render element | Default Channel Names | Color Depth of EXR floating-point channels* | Description |
Render element | Default Channel Names | Color Depth of EXR floating-point channels* | Description |
atmospheric_effects.red | 16bit/32bit | Atmospheric effects, such as Environment Fog. | |
background.red | 16bit/32bit | Image background, such as a background plate. | |
bump_normals.X | 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.red | 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. | |
coverage.red | 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.red | forced 32bit (for multi-channel files) | Uses the Cryptomatte convention by Psypop to encode mattes into multichannel OpenEXRs. | |
diffuse.red | 16bit/32bit | Pure diffuse surface color. | |
See Denoiser Output table below | 16bit/32bit | The post-process result of the denoised image. | |
extratex.red | forced 32bit (optional for multi-channel files) | Renders the entire scene with a single defined texture mapped on all objects. | |
GI (Global Illumination) | gi.red | 16bit/32bit | The diffuse surface global illumination. Only present if Global illumination is enabled. |
gi_raw.red | 16bit/32bit | Raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled. | |
light_select.red | 16bit/32bit | Extracts the contribution of a light or a set of lights to the scene to a separate render element. | |
lighting.red | 16bit/32bit | Diffuse direct surface lighting. | |
light_raw.red | 16bit/32bit | Raw diffuse direct illumination before it's multiplied by the diffuse surface color. | |
light_total.red | 16bit/32bit | Total lighting in the scene, both direct and indirect. | |
light_raw_total.red | 16bit/32bit | Sum of all raw lighting, both direct and indirect. | |
matte_shadow.red | 16bit/32bit | Matte shadow part of the image. | |
multi_matte.red | 16bit/32bit | Creates selection masks based on an object ID or material ID. | |
normals.X | 16bit/32bit | Surface normals in screen space (which is not the same as camera space). | |
object_id.red | 16bit/32bit | Object G-buffer ID (set through the node's Properties dialog). | |
reflection.red | 16bit/32bit | Reflections on the surface. | |
reflection_raw.red | 16bit/32bit | Pure surface reflection before it is multiplied by the reflection filter color. | |
reflection_filter.red | 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.red | 16bit/32bit | Returns a float value that corresponds with the Reflection Glossiness value of an object's material. | |
reflection_highlight_glossiness.red | 16bit/32bit | Returns a float value that corresponds with the Highlight Glossiness value of an object's material. | |
refraction.red | 16bit/32bit | Refractions of a surface. | |
refraction_raw.red | 16bit/32bit | Pure surface refraction before it is multiplied by the refraction filter color. | |
refraction_filter.red | 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.red | 16bit/32bit | Returns a float value that corresponds to the Refraction Glossiness value of an object's material. | |
render_id.red | 16bit/32bit | NoderenderID of the object that contributes most to the pixel value. | |
sss.red | 16bit/32bit | Renders just the subsurface part of the SSS material on a separate layer. | |
sample_rate.red | 16bit/32bit | Shows an image where the pixel brightness is directly proportional to the number of samples taken at that pixel. | |
self_illum.red | 16bit/32bit | Self-illumination of surfaces in the scene. | |
shadow.red | 16bit/32bit | Diffuse light that is blocked by scene objects. | |
shadow_raw.red | 16bit/32bit | Raw light that is blocked by scene objects. | |
specular.red | 16bit/32bit | Surface specular highlights. | |
velocity.X | 16bit/32bit | Surface velocity of an object. This render element is useful for generating motion blur in post-production. | |
depth.Z | forced 32bit (for multi-channel files) | Z-depth of the surface. |
* For all image formats except EXR the render elements depend on their respective channels' output settings.
Denoiser Outputs
Based on the Generate Render Elements parameter of the Denoiser Render Element, different sets of channels are generated:
Manual mode | Single pass only | All possible denoising elements |
|---|
Manual mode | Single pass only | All possible denoising elements |
|---|---|---|
other.defocusAmount | diffuseFilter.red | atmospheric_effects.red |
other.noiseLevel | reflectionFilter.red | background.red |
refractionFilter.red | globalillumination.red | |
worldNormals.X | lighting.red | |
worldPositions.X | reflection.red | |
refraction.red | ||
specular.red |