This Section allow Multipass rendering with VRAYforC4D. The way to break out renders into their component parts such as diffuse color, reflections, shadows, mattes, etc. This gives fine tune control in the final image using compositing or image editing applications when re-assembling the final image from its component elements.

Activate Post effects in Cinema4D Multipass Render Settings and select the passes you want to render in that section, not in Cinema4D post effects.

V-Ray Multipass can make .psd blended file directly from the render.

V-Ray MultipassRender Elements are generated at render time based on the ones you choose before rendering. Most render elements have parameters that can be set to customize the render element or its later use in compositing software. These parameters are described on each render element’s individual page, along with common uses and any notes on their generation and usage.

Render Elements

Atmospherics

The Atmospherics Render Element stores only atmospheric or volumetric participating media such as fog

Background

The Background Render Element stores an image of the texture used in the background behind geometry in a scene as seen from the camera.

Bump Normals

V-Ray Bump Normals is a render element that stores the camera view as a normal map.

Caustics

The Caustics Render Element stores the effects that are generated with Caustics photon mapping, enabled from the Caustics in the Render Settings window.

Coverage

The Coverage render channel saves the coverage of the surface fragment from which other G-buffer values (Z Depth, Normal, and so on) are obtained.

Denoise Channels

The V-Ray Denoise Channels Render Element removes noise from other render elements and saves its results in a few different ways.

Diffuse

The Diffuse Filter Render Element shows the colors and textures used in materials, flatly applied to objects with no lighting information.

DR Bucket

The DR Bucket Render Element renders an image with each bucket shown in a different color, and a short text on each bucket naming the machine that rendered it.

GI

The Global Illumination (GI) Render Element is a color image that stores indirect lighting information coming from reflected diffuse light in a scene ( without direct light and reflection contributions) when Indirect Illumination (GI) is enabled.

Lighting

The Lighting Render Element stores direct lighting information from lights in the scene, and materials as lit by the lighting.

Material RenderID

The Material RenderID Render Element provides a mask for individual objects and materials that is easy to select in compositing software.

Matte Shadow

The Matte Shadows Render Element shows areas where light doesn’t reach.

MultiMatte Channels

With the MultiMatte Channels Render Element , only three colors are possible: red, green, and blue.

Normals

V-Ray Normals is a render element that stores the camera space normal map using the geometry’s surface normals.

ObjectID Channels

The ObjectID Channels Render Element creates selection masks based on Object ID.

Point Position

The Point Position Render Element provides information about various aspects of the shaded points such as position, normal, bump normal, reflection/refraction vectors and UVW coordinates.

Raw GI

The Raw GI Render Element stores how much indirect lighting (reflected diffuse light) is received by surfaces in the scene.

Raw Light

The Raw Light Render Element stores the effects of direct lighting on scene objects with no diffuse components.

Raw Reflection

The Raw Reflection Render Element stores reflection information calculated from the materialsreflection values in the scene.

Raw Refraction

The Raw Refraction Render Element is a color image that stores refraction information calculated from materialsrefraction values in the scene.

Raw Shadow

The Raw Shadow Render Element stores information about cast shadows calculated from the lighting in the scene.

Reflection

The Reflection Render Element stores reflection information calculated from the materialsreflection values in the scene.

Reflection Filter

The Reflection Filter Render Element stores reflection information calculated from the materialsreflection values in the scene.

Reflection Glossiness

The Reflection Glossiness Render Element stores the image’s reflection glossiness as a grayscale image that represents the degree of Reflection Glossiness set for materials in the scene.

Reflection HiGlossiness

The V-Ray Reflection HiGlossiness render element returns a grayscale image that corresponds to the value in the Highlight Glossiness of the materials in the scene.

Refraction

The Refraction Render Element stores refraction information calculated from materials–such as glass or water–that refract objects behind them in the camera’s view.

Refraction Filter

The Refraction Filter Render Element is an image that stores refraction information calculated from the materialsrefraction values in the scene.

Sample Rate

The Sample Rate Render Element displays the work being done on the image as it is rendering, and will show the job done when the render completes.

Self Illumination

The Self Illumination Render Element isolates self-illuminated materials, including V-Ray Area Mesh Light, objects with the V-Ray Advanced Material Luminosity Layer.

Shadow

The Shadow Render Element works as a reverse mask for shadows.

Specular

The Specular Render Element is an image that stores specular reflection (basically put, highlight) information calculated from the material’s reflection value in the scene.

SSS

The Subsurface Scattering (SSS) Render Element stores subsurface information from V-Ray Fast SSS2 Material as an image.

Velocity

The Velocity Render Element stores surface velocity for moving objects in the scene with different colors representing different velocities.

Wire Color

The Wire Color Render Element stores the wireframe color of the object.

Z-Depth

The Z-Depth Render Element is a grayscale image that renders each pixel based on its distance from the camera in the view.

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