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V-Ray for SketchUp

List of Supported Render Elements

This page provides a list of all the render elements supported in V-Ray for SketchUp.

Last updated 18 May 2026

This page provides a list of all the render elements supported in V-Ray for SketchUp.

Overview

The following render elements are supported by V-Ray. All render elements support native V-Ray materials. Some render elements also support standard SketchUp materials. This is noted in the table below.

Supported Render Elements

Render element name

VRayMtl support

Std material support

Filtering control

Transparency support

Color Depth of EXR floating-point channels****

Description

Render element name

VRayMtl support

Std material support

Filtering control

Transparency support

Color Depth of EXR floating-point channels****

Description

Atmosphere

16bit/32bit

Atmospheric effects

Background

✓ **

16bit/32bit

The image background.

Bump Normals

16bit/32bit

The normals generated by bump maps, in screen space (which is not the same as camera space).

Caustics

– *

✓ **

16bit/32bit

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

Cryptomatte

forced 32bit (for multi-channel files)

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

Denoiser

16bit/32bit

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

Diffuse

✓ **

16bit/32bit

The pure diffuse surface color. Note that this is different from the standard SketchUp Diffuse render element, which contains the diffuse surface lighting.

DR Bucket

N/A

N/A

N/A

N/A

16bit/32bit

Shows which render node rendered which bucket during distributed rendering

ExtraTex

N/A

N/A

N/A

forced 32bit (optional for multi-channel files)

Renders the entire scene with one texture mapped on all objects.

Geometric Normals

16bit/32bit

The surface normals.

Global Illumination

– *

✓ **

16bit/32bit

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

Lighting

✓ *

✓ **

16bit/32bit

The diffuse direct surface lighting.

Lighting Analysis

16bit/32bit

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

Light Mix

16bit/32bit

Provides adjustment control to the lights in the scene from inside the New V-Ray Frame Buffer (VFB2).

Material ID Color

16bit/32bit

The material ID color of the object.

Material ID Number

16bit/32bit

The material ID number of the object.

Material Random Color

16bit/32bit

Creates colorful selection masks based on the material assignment in the scene.

Matte Shadows

16bit/32bit

The matte shadow part of the image.

MultiMatte Materials

16bit/32bit

Creates selection masks based on an object's material ID.

MultiMatte Objects

16bit/32bit

Creates selection masks based on an object's ID.

Normals and Bump

16bit/32bit

The normals generated by bump maps.

Object ID***

16bit/32bit

Object G-buffer ID.

Raw GI

✓ **

16bit/32bit

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

Raw Light

✓ **

16bit/32bit

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

Raw Reflection

✓ **

16bit/32bit

The pure surface reflection before it's multiplied by the reflection filter color.

Raw Refraction

✓ **

16bit/32bit

The pure surface refraction before it's multiplied by the refraction filter color.

Raw Shadows

✓ **

16bit/32bit

The raw light that was blocked by other objects.

Raw Total Light

16bit/32bit

The sum of all raw lighting - direct and indirect.

Reflection

✓ **

16bit/32bit

The reflections on the surface.

Reflection Filter

✓ **

16bit/32bit

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.

Refraction

✓ **

16bit/32bit

The refractions on the surface.

Refraction Filter

✓ **

16bit/32bit

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.

Render ID

16bit/32bit

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

Sample Rate

N/A

N/A

N/A

N/A

16bit/32bit

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

Self Illumination

✓ **

16bit/32bit

The self-illumination of the surface.

Shadows

✓ **

16bit/32bit

The diffuse light that was blocked by other objects.

Specular

✓ **

16bit/32bit

The surface specular highlights.

Subsurface Scattering

16bit/32bit

Renders just the subsurface part of BRDFSSS2Complex material on a separate layer.

Total Light

16bit/32bit

The total lighting in the scene - direct and indirect.

Z-Depth

forced 32bit (for multi-channel files)

The z-depth of the surface.

Ambient Occlusion

16bit/32bit

Ambient occlusion effect.

Back to Beauty

16bit/32bit

Expands as all beauty elements for the actual rendering.

Footnotes

* 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 is dimmed by atmospheric effects like fog, etc. However, when an element is unfiltered, it is not affected by atmospherics.

***By right-clicking on any group or component directly in the viewport, you can manage all Object IDs in the scene.

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