Check which render elements V-Ray for SketchUp supports.
Overview
All render elements below support native V-Ray materials. Some also support standard SketchUp materials, as shown in the table.
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 | Normals generated by bump maps in screen space. Screen space differs from camera space. |
Caustics | ✓ | – * | ✓ ** | ✓ | 16bit/32bit | Caustics on the material. Only present when you enable the V-Ray Caustics option. This channel excludes GI caustics. |
Cryptomatte | ✓ | ✓ | – | ✓ | forced 32bit (for multi-channel files) | Encodes mattes into multichannel OpenEXRs using the Cryptomatte convention by Psypop. |
Denoiser | ✓ | ✓ | ✓ | ✓ | 16bit/32bit | Denoises the image after rendering, using the necessary channels. |
Diffuse | ✓ | ✓ | ✓ ** | ✓ | 16bit/32bit | The pure diffuse surface colour. This differs from the standard SketchUp Diffuse render element, which contains diffuse surface lighting. |
DR Bucket | N/A | N/A | N/A | N/A | 16bit/32bit | Shows which render node rendered each bucket during distributed rendering. |
ExtraTex | N/A | N/A | – | N/A | forced 32bit (optional for multi-channel files) | Renders the entire scene with the same texture mapped on all objects. |
Geometric Normals | ✓ | ✓ | ✓ | – | 16bit/32bit | The surface normals. |
Global Illumination | ✓ | – * | ✓ ** | ✓ | 16bit/32bit | Diffuse surface global illumination. Only present if you enable Global illumination. |
Lighting | ✓ | ✓ * | ✓ ** | ✓ | 16bit/32bit | Diffuse direct surface lighting. |
Lighting Analysis | ✓ | ✓ | ✓ | – | 16bit/32bit | Shows lighting intensity within a rendered frame. |
Light Mix | 16bit/32bit | Lets you adjust scene lights in the New V-Ray Frame Buffer (VFB2). | ||||
Material ID Color | ✓ | ✓ | ✓ | – | 16bit/32bit | The object's material ID colour. |
Material ID Number | ✓ | ✓ | – | – | 16bit/32bit | The object's material ID number. |
Material Random Color | ✓ | ✓ | ✓ | ✓ | 16bit/32bit | Creates coloured selection masks based on material assignments 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 | Normals generated by bump maps. |
Object ID*** | ✓ | ✓ | – | – | 16bit/32bit | Object G-buffer ID. |
Raw GI | ✓ | ✓ | ✓ ** | ✓ | 16bit/32bit | Raw diffuse global illumination before multiplication by the diffuse surface colour. Only present if you enable Global illumination. |
Raw Light | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Raw diffuse direct illumination before multiplication by the diffuse surface colour. |
Raw Reflection | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Pure surface reflection before multiplication by the reflection filter colour. |
Raw Refraction | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Pure surface refraction before multiplication by the refraction filter colour. |
Raw Shadows | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Raw light blocked by other objects. |
Raw Total Light | ✓ | – | ✓ | ✓ | 16bit/32bit | The sum of all raw direct and indirect lighting. |
Reflection | ✓ | ✓ | ✓ ** | ✓ | 16bit/32bit | Reflections on the surface. |
Reflection Filter | ✓ | – | ✓ ** | ✓ | 16bit/32bit | The colour that multiplies raw reflections to produce the final surface reflection. You can think of it as an alpha channel for reflections. |
Refraction | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Refractions on the surface. |
Refraction Filter | ✓ | – | ✓ ** | ✓ | 16bit/32bit | The colour that multiplies raw refractions to produce the final surface refraction. You can think of it as an alpha channel for 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 each pixel's brightness is directly proportional to its sample count. |
Self Illumination | ✓ | ✓ | ✓ ** | ✓ | 16bit/32bit | The surface's self-illumination. |
Shadows | ✓ | – | ✓ ** | ✓ | 16bit/32bit | Diffuse light blocked by other objects. |
Specular | ✓ | ✓ | ✓ ** | ✓ | 16bit/32bit | Specular highlights on the surface. |
Subsurface Scattering | – | – | ✓ | ✓ | 16bit/32bit | Renders only the subsurface part of BRDFSSS2Complex material on a separate layer. |
Total Light | ✓ | ✓ | ✓ | ✓ | 16bit/32bit | The total direct and indirect lighting in the scene. |
Z-Depth | ✓ | ✓ | ✓ | – | forced 32bit (for multi-channel files) | The surface's z-depth. |
Ambient Occlusion | ✓ | ✓ | ✓ | ✓ | 16bit/32bit | Ambient occlusion effect. |
Back to Beauty | – | – | – | – | 16bit/32bit | Expands into all beauty elements for the render. |
Footnotes
* For Standard materials, VRayLighting includes direct lighting, indirect lighting and caustics. VRayGlobalIllumination and VRayCaustics are black. For all materials, adding VRayLighting, VRayGlobalIllumination and VRayCaustics gives the total diffuse surface lighting.
** Atmospheric effects such as fog dim filtered elements. They do not affect unfiltered elements.
*** Right-click any group or component in the viewport to manage all Object IDs in the scene.
**** For all image formats except EXR, render elements depend on their respective channels' output settings.