These topics describe individual render elements, especially those that display a rollout with options.
The Blend element is a custom combination of several other elements. By default, all elements are turned on in this rollout, and the Blend rendering is identical to the full, normal rendering, except for the scene background. Use the check boxes to choose your own combination of elements to appear in the Blend rendering.
The Diffuse render element displays the diffuse color component of objects in the scene.
The Hair And Fur render element produces an additional image that depicts only the elements in the scene generated by the Hair And Fur modifier. This image can be used for compositing.
Generates an image containing 32–bit floating-point data that can be used for analyzing the amount of light that falls on a surface perpendicular to its normal. The illuminance data ignores material characteristics such as reflectance and transmittance.
The lighting element contains the effects of lighting within the scene, including color, shadows, direct and indirect light.
Generates an image containing 32–bit floating-point data that can be used for analyzing the perceived brightness of a surface after light has been “absorbed” by the material of the surface. The luminance data considers material characteristics such as reflectance and transmittance.
The Matte render element displays a matte mask for a selected object, material ID channel (effect ID), or G-Buffer ID. Each matching element is represented with a white pixel on the mask.
The mr A&D elements let you specify as render elements the most important components of the Arch & Design material, generally in three different contribution types: raw, level, and output. You can save these as HDR image files for subsequent compositing in a program such as Autodesk Toxik.
The mr Labeled Element is a render element that lets you output one or more branches of a material tree to a custom render element. (A branch comprises a map or shader and any sub-elements, such as maps assigned to the map’s map slots.)
The mr Shader element outputs the raw contribution of any mental ray shader in the scene. This includes standard 3ds Max materials and maps that are converted to mental ray shaders in the translation process. The output of this element does not figure into the final rendered output.
Renders the object ID information assigned to the object.
The Velocity element generates a rendering that contains information about the motion of objects in the frame. You can use the Velocity rendering to generate motion blur when you use a composition application such as Combustion or Flame. There are plug-ins for compositors that generate motion blur; for example, those created by RE:Vision Effects, Inc.
The Z-depth element is a grayscale representation of the Z depth, or depth within the view, of objects within the scene. The nearest objects appear in white, and the depth of the scene in black. Intermediate objects are in gray. The darker the gray, the deeper the object is, within the view.