> ## Documentation Index
> Fetch the complete documentation index at: https://docs.pulze.io/llms.txt
> Use this file to discover all available pages before exploring further.

# Render Elements

> The render element names LayerWise recognizes for V-Ray, Corona and FStorm, and how to add your own.

LayerWise recognizes files and layers by their render element names (see [How it works](https://docs.pulze.io/layerwise/how-it-works.md#render-elements-and-name-matching)). On the **Render elements** screen you check and change that list for each engine.

Open it from the menu, the shortcut on Home, [Tools](https://docs.pulze.io/layerwise/tools.md) → **Manage render elements**, or [Settings](https://docs.pulze.io/layerwise/settings.md#masks).

![The Render elements screen with engine tabs, element flags and the add row](https://mintcdn.com/sourcelinekft/z3vWbLeBmT4OoYjW/images/layerwise/lw_elements_editor.webp?fit=max\&auto=format\&n=z3vWbLeBmT4OoYjW\&q=85\&s=743a254c04969e07794163826cca9d3b)

The render element list of each engine

## The flags

| Flag | Meaning |
| - | - |
| **Import all** ★ | Import every file of this element, not just one (for example one LightSelect per light). |
| **RGB masks** | A multimatte: the red, green and blue channels become [three masks](https://docs.pulze.io/layerwise/masks.md#nametags). |
| **Luma mask** | The brightness becomes a [`[LUMA]` mask](https://docs.pulze.io/layerwise/masks#luma-masks). |
| **Crypto** | A Cryptomatte: the mattes you pick become [`#name` masks](https://docs.pulze.io/layerwise/cryptomatte). It never becomes a layer. |

## Add an element

Type the name in **New element name**, set its flags and press **+ Add**. The name must be unique and is case-sensitive. It's matched as part of file and layer names, so `Wood_Mask` recognizes `cam01.Wood_Mask.png`.

Add an element when:

* your renders use a pass LayerWise doesn't know (a custom V-Ray ExtraTex, a renamed element),
* a file shows up under **These files matched no element**,
* a template says an element is **Not recognized**.

Delete elements you added with their **×**. Built-in elements can't be deleted, but you can change their flags.

## Save or restore

Changes apply when you press **Save**. **Cancel** discards them. **Restore defaults** brings back the original list (it takes effect on Save too).

## Default element lists

> [tab] V-Ray (75)
>
> **Import all:** LightSelect, MultiMatteElement, MtlID, ZDepth
> **RGB masks:** MultiMatteElement
> **Crypto:** Cryptomatte
> **Luma mask:** Alpha, ZDepth, ReflectionFilter, RefractionFilter, RawReflectionFilter, RawRefractionFilter
>
> Alpha, AO, Background, Atmosphere, BumpNormals, DRBucket, Caustics, RGB\_color, effectsResult, origRGB, Denoiser, ExtraTex, Glare, Illuminance, LightSelect, MatteShadow, MultiMatteElement, Cryptomatte, MtlID, MtlReflectGlossiness, MtlReflectHilightGlossiness, MtlReflectIOR, MtlRefractGlossiness, Metalness, Roughness, MtlSelect, NoiseLevel, Normals, ObjectID, ObjectSelect, OptionRE, DiffuseFilter, GlobalIllumination, Lighting, LightingAnalysis, Reflection, Refraction, Shadows, TotalLighting, RawDiffuseFilter, RawGlobalIllumination, RawLighting, RawReflection, RawRefraction, RawShadow, RawTotalLighting, RawReflectionFilter, RawRefractionFilter, ReflectionFilter, RefractionFilter, CoatFilter, RawCoatFilter, CoatReflection, RawCoatReflection, CoatGlossiness, CoatSpecular, SheenFilter, RawSheenFilter, SheenReflection, RawSheenReflection, SheenGlossiness, SheenSpecular, SelfIllumination, Specular, WireColor, ZDepth, RenderID, SampleRate, SamplerInfo, SSS2, Toon, Velocity, UnclampedColor, RenderTime, GaussianSplats

> [tab] Corona (36)
>
> **Import all:** CGeometry\_ZDepth, CMasking\_ID, CMasking\_Mask, CMasking\_WireColor, CShading\_LightMix, CShading\_LightSelect
> **RGB masks:** CMasking\_Mask
> **Crypto:** CMasking\_Cryptomatte
> **Luma mask:** Alpha, CGeometry\_ZDepth, CShading\_Alpha
>
> Alpha, Beauty, CESSENTIAL\_Direct, CESSENTIAL\_Indirect, CESSENTIAL\_Reflect, CESSENTIAL\_Refract, CESSENTIAL\_Translucency, CESSENTIAL\_Emission, CESSENTIAL\_Volumetrics, CGeometry\_NormalsDotProduct, CGeometry\_NormalsGeometry, CGeometry\_NormalsShading, CGeometry\_UvwCoords, CGeometry\_WorldPosition, CGeometry\_ZDepth, CGeometry\_Velocity, CMasking\_ID, CMasking\_Mask, CMasking\_Cryptomatte, CMasking\_WireColor, CShading\_Albedo, CShading\_Alpha, CShading\_Beauty, CShading\_Components, CShading\_RawComponent, CShading\_Shadows, CShading\_SourceColor, CTexmap, CShading\_BloomGlare, CShading\_LightMix, CShading\_LightSelect, CShading\_Caustics, CInfo\_SamplingFocus, CInfo\_TimePerSample, CInfo\_RenderStamp, CInfo\_NetworkRenderDebugging

> [tab] FStorm (25)
>
> **Import all:** LightSelect, MaterialIdChannel, Materials, MultiMatte, ZDepth
> **RGB masks:** MultiMatte
> **Crypto:** CryptoMatte
> **Luma mask:** ZDepth
>
> AO, Beauty, Coordinates, DirectLighting, Edges, Emission, Environment, Glare, IndirectDiffuse, IndirectReflections, IndirectRefractions, IndirectTranslucence, LightSelect, MaterialIdChannel, Materials, MultiMatte, CryptoMatte, Normals, Objects, Shadows, SSS, Texture, UVW, Wire, ZDepth

> [!NOTE]
>
> Your own elements and the flags you changed are kept when LayerWise is updated, and new default elements show up on their own. You don't need **Restore defaults** after an update.


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