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07-848 2005

V-Ray for SketchUp, Render Elements

Supported render elements

Check which render elements V-Ray for SketchUp supports.

On this page
  1. Overview
  2. Supported render elements
  3. Footnotes

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.

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