G-Buffer support |
Search keywords: g-buffer, RLA, RPF, render effects
V-Ray supports multi-layered G-Buffer output required for writing .rla and .rpf files, as well as by many 3dsmax render effects. V-Ray will automatically generate the g-buffer channels requested by the image output and the render effects and there is no need to select these manually.
This is a list of supported G-Buffer channels in 3ds Max.
3ds Max channel name Supported by V-Ray Description Z yes Depth buffer. Note that in difference from the scanline renderer, V-Ray stores in this channel the distance to the camera, and not to the camera plane. Material Effects yes The material ID. Object yes The object node id that is set through the Properties dialog of an object. UV Coordinates yes The surface UV coordinates. Note that V-Ray will always output the UV coordinates for mapping channel 1. Normal yes The surface normal relative to the camera. Non-Clamped Color yes The real unclamped pixel color. Note that this channel stores the pixels before any color mapping is applied. Like with the scanline renderer, this channel does not store atmospheric effects. Coverage yes The contribution of an object to the image pixel. Node Render ID yes A unique ID assigned by the renderer to each node. Color yes The material color for the object. Like with the scaneline renderer, this does not include any atmospheric effects. Transparency yes The material transparency for the object. Like with the scanline renderer, this does not include atmospherics. Velocity yes The surface velocity relative to the camera. Sub-Pixel Weight yes The contribution of an object to the image pixel including transparencies. Sub-Pixel Mask no A bit mask for the contribution of an object to a pixel. The Sub-Pixel Mask channel is meaningless when AA filters, depth of field and motion blur are taken into consideration, which is why V-Ray does not support it.