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VRay supports multi-layered G-Buffer output required for writing .rla
and .rpf files, as well as by many 3dsmax render effects. VRay 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.
Supported G-Buffer channels
This is a list of supported G-Buffer channels in 3dsmax.
3dsmax channel name
Supported by VRay
Description
Z
yes
Depth buffer. Note that in difference from the
scanline renderer, VRay 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 VRay 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 VRay does not support it.
Notes
VRay takes antialiasing filters into account when generating the
g-buffer channels, in contrast with the default scanline renderer of 3dsmax.
This may cause differences in the way some render effects work. If this is a
problem, turn off the AA filter from the
Image sampler rollout. Also, avoid using AA filters with negative
components (Catmull-Rom,
Mitchell-Netravali) when generating a g-buffer - 3dsmax cannot handle
layers with negative coverage and VRay will ignore those when creating the
3dsmax g-buffer.
Generating a correct multi-layer g-buffer requires extra memory. This is
because the 3dsmax g-buffer supports only scanline-style writing. However,
VRay renders in buckets and cannot provide the data in scanline order.
That's why VRay stores all the g-buffer data while rendering, and then
writes it at once into the final image.
G-Buffer layers are now generated correctly in Distributed rendering
mode. This means that render effects like image motion blur will now work in
DR mode too.
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