V-Ray Tip: Separate Refraction and AO for Art-Directable Compositing

April 03, 2026 2 min read

V-Ray Tip: Separate Refraction and AO for Art-Directable Compositing

Separating Refraction and Ambient Occlusion (AO) into dedicated render elements gives you precise, art-directable control in compositing with minimal re-rendering.

Why separate these passes:

  • Targeted grading of glass, liquids, and plastics without touching the rest of the beauty.
  • Flexible AO control to reinforce contact shadows only where needed.
  • Cleaner look-development and faster client turnarounds by avoiding full re-renders.

Core setup:

  • Add render elements:
    • Refraction (beauty contribution)
    • Raw Refraction and Refraction Filter (for energy-correct compositing: Raw × Filter)
    • VRayExtraTex with a VRayDirt map for AO
  • Material settings for refractive objects (glass, liquids):
    • Enable Refraction (IOR > 1.0) and proper Affect channels = Color+alpha or All channels so AOVs and alpha are accurate.
    • Use realistic IOR (e.g., glass ≈ 1.52) and sensible Refraction Depth to capture multi-bounce transmission without oversampling.
  • AO (VRayDirt) suggestions:
    • Radius in real-world units matching scene scale (try 2–10 cm for product; 10–50 cm for archviz, then refine).
    • Enable “Ignore self-occluded back faces” to avoid darkening thin shells.
    • Use “Work with transparency” if you rely on cutouts/opacity maps.
    • Plug VRayDirt into VRayExtraTex, color = white for unoccluded and dark gray/black for occluded; keep it linear.
  • Denoising:
    • Add VRayDenoiser and, if needed, enable Denoise Render Elements; often leave AO un-denoised for crisp contact edges.
  • Output:
    • Save as 32‑bit multi-channel EXR (linear). View in sRGB; grade in linear or ACES as your pipeline dictates.
    • Name elements consistently (e.g., “refraction”, “raw_refraction”, “refract_filter”, “ao_extraTex”).

Compositing guidelines:

  • Refraction: Reconstruct as Raw Refraction × Refraction Filter, then grade/tint the product. Merge back with the beauty using the renderer’s standard comp tree or an Add/Plus where appropriate.
  • AO: Multiply over Diffuse/Albedo or GI only (not over full beauty) to avoid double-darkening. Keep AO subtle (5–20% opacity).
  • Use Cryptomatte or Object/Material IDs to isolate specific glass assets for localized tweaks.

Quality and performance tips:

  • Use consistent anti-aliasing for beauty and elements (same sampler/noise threshold) for clean recomposition.
  • Clamp excessively bright HDR highlights with Max Ray Intensity to reduce fireflies in glass.
  • If many refractive bounces are unnecessary, reduce Refraction Depth to cut render time.
  • For interiors with HDRI, pair with Adaptive Lights and good dome sampling to tame noise in transmission.

Workflow boosters:

  • Iterate with IPR and VFB Regions, then commit finals in Bucket mode.
  • Use Render History to A/B refraction tints and AO radii quickly.

Need licenses, upgrades, or expert guidance for your V-Ray pipeline? Talk to NOVEDGE. Their team can help tailor Render Element workflows for your DCC and version, and they offer excellent support on Chaos products: novedge.com.



You can find all the V-Ray products on the NOVEDGE web site at this page.







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