This Section allow Multipass rendering with VRAYforC4D.

Activate Post effects in Cinema4D Multipass Render Settings and select the passes you want to render in that section, not in Cinema4D post effects.
Vray Multipass can make .psd blended file directly from the render. In VRAYforC4D there are 3 types of passes: Standard Vray buffer - the pass you need to build the same result of rgba advanced, extra feature pass like raw ext. and Depth Vray buffer: where you find zdepth normal and velocity pass.
Limitations:no color mapping on Multipass image, suggestion is render rgba with tone mapping and reproduce it on Multipass version via curve control in post. No support of physical camera, sky and sun shadow are not traced on shadow layer.
G-Buffer channels
Z-value - this channel provides a depth buffer.
Normal - this channel provides a buffer for storing the normal vectors.
Material ID- this channel provides a buffer for storing the material ID.
Material color - this channel is filled with the material color. The color is calculated as if there are no transparent materials in the scene (transparency for all materials is ignored).
Material transparency - this channel provides an alpha buffer. There VRay stores the transparency of the material for each image pixel.
Object velocity - in this channel VRay stores the objects' velocity per pixel. This can be used for fast motion blur.
Node ID - this channel provides a Node ID buffer. The Node ID can be set per object (not necessarily different IDs for different objects) through MAX object's properties. To do so click with the right mouse button on the desired object and select properties. On the General tab go to the G-buffer section and change the Object Channel value (this is the Node ID of the object).
Render ID - this channel provides a Render ID buffer. The Render ID is an unique integer number that is assigned to every object in the scene by VRay. You can not change the Render IDs of the objects as they are internally generated. VRay guarantees that all Render IDs are unique and consistent (once assigned, an object ID does not change until rendering has finished).
Render elements
RGB Color- this is the standard RGB color channel. Note that colors in this channel are clamped.
Unclamped color- this channel provides a buffer for storing unclamped colors. This can be especially useful when you want to produce a HDRI image.
Atmosphere - this channel holds the atmospheric effects
Background - this channel holds the background color
Diffuse - this channel holds the original diffuse surface color, unmodified by lighting
Reflection - this channel holds reflections
Self-illumination - this channel holds self-illumination; currently only VRayLights write to it
Shadow* - this channel holds the shadows (the difference between unshadowed and shadowed light); adding this channel to the Raw lighting channel will produce the unshadowed lighting of the scene.
Specular* - this channel holds the specular component (highlights)
Lighting* - this channel stores the diffuse direct illumination, multiplied by the diffuse surface color
Global illumination* - this channel stores the diffuse indirect illumination, multiplied by the diffuse surface color
Caustics* - this channel stores the caustics, multiplied by the diffuse surface color
Raw global illumination* - this channel stores the original indirect illumination, before it is multiplied by the surface color
Raw lighting* - this channel stores the original lighting, before it is multiplied by the surface color
Render elements and combinations
Here are some examples of render elements and their combinations.
Normally, render elements are added to each other in order to reproduce the final result; however, there are a few exceptions:
- the Raw GI and Raw Lighting elements must be multiplied by the Diffuse element before they are added to the final image.
- the Shadow element is not, strictly speaking, a part of the image; however, it can be added to
- the Raw Lighting element to adjust the shadow intensity. Simply adding the two elements produces lighting as though no shadows were computed.
- multiplying the Raw GI element by the Diffuse element will give the Global Illumination element; multiplying the Raw Lighting element by the Diffuse element gives the Lighting element. This gives the user more freedom for adjusting the scene lighting.
Lighting = Raw lighting*diffuse
Global Illumination = Raw
GI*diffuse
Lighting (shadow adjusted) = (Raw lighting + Shadow)*diffuse
RGB = Self-illumination + Raw lighting*diffuse + (Raw lighting + Shadow)*diffuse + Specular + Reflection +
Refraction