This button field contains all the settings and commands that involve
displaying and rendering. All of these data are part of the Scene
block. They must thus be set separately for each Scene within a
Blender file. Hotkey: F10.
In the header of the ButtonsWindow you get a SceneBrowse for that reason.
Enter the name of the directory to which the rendered image must be
written if the "ANIM" command is given and, when required, the first
few letters of the file name. Blender automatically assigns files a
number, frame 1 becoming 0001. In this example, pictures are written
as the files /render/0001, /render/0002 etc. If you enter "/render/rt"
in the button, the files will be called /render/rt0001,
/render/rt0002... Blender creates the specified directories itself if
they do not already exist. The small square button to the left of the
TextBut is used to invoke a FileSelect. Use it to select the output
directory, and possibly a file name, and press ENTER to assign this to
the TextBut .
Enter a name of a image file to be used as a
background. Blender uses the rendered alpha to determine the
extent to which this background is visible. A code can be processed
into the file name, which allows an already rendered animation to be
used as a background. Be sure that a '#' is placed at the end. This is
replaced by the current (four-digit) frame number. For example:
/render/work/rt.# becomes /render/work/rt.0101 at frame 101. The two
small buttons to the left of the TextBut invoke an ImageSelect or a
FileSelect Window. Specify the file and press ENTER to assign it to
Activate the use of a background picture.
Use an "Ftype" file, to indicate that this file serves as an example
for the type of graphics format in which Blender must save
images. This method allows you to process 'color map' formats. The
colormap data are read from the file and used to convert the available
24 or 32 bit graphics. If the option "RGBA" is specified, standard
colour number '0' is used as the transparent colour. Blender reads
and writes (Amiga) IFF, Targa, (SGI) Iris and CDi RLE colormap
formats. Here, as well, the two small button to the left of the
TextBut can be used to invoke an ImageSelect or a FileSelect window.
Filename extensions (*.xxx) will be added to the filename, needed
mostly for Windows systems.
Each Scene can use another Scene as a "Set". This specifies that the
two Scenes must be integrated when rendered. The current Lamps then
have an effect on both Scenes. The render settings of the Set, such as
the Camera, the layers and the World used, are replaced by
those of the current Scene. Objects that are linked to both Scenes are
only rendered once. A Set is displayed with light gray lines in the
3DWindow. Objects from a Set cannot be selected here.
[point]Window Location (TogBut)
These nine buttons visualise the standard position in which the Render Window appears on the screen.
The setting in the example specifies that the Window must be at the top in the middle.
The rendering can also be displayed in the 3Dwindow instead of in a separate window. This occurs, independent of the resolution, precisely within the render borders of Camera view. Use F11 to remove or recall this image.
The rendering occurs in a separate window. Use F11 to move this window to the foreground or background.
In a post-render process an outline will be added to
the objects in the rendering. Together with special prepared
materials, this causes a cartoon-like picture.
Sets the intensity for the edge-rendering. Too high values causes
outlining of single polygones.
With the unified renderer the outlines are shifted a bit.
Also consider transparent faces for edge-rendering with the unified renderer
Start the rendering. This is a 'blocking' process. A square mouse
cursor indicates that Blender is busy. Hotkey: F12.
also take place in the 'background'. Use the command line for this:
blender -b file.blend -f 100
This will render frame 100 and save the images to disk.
OverSampling. This option turns anti-aliasing on, to achieve 'soft' edges and perfectly displayed Image textures. OSA rendering generally takes 1.5 to 2 times longer than normal rendering.
[point]5, 8, 11, 16 (RowBut)
Blender uses a Delta Accumulation rendering system with jittered sampling. These numbers are pre-sets that specify the number of samples; a higher value produces better edges, but slows down the rendering.
[point] MBLUR (TogBut)
This option mimics a natural (or long) shutter
time by accumulating multiple frames.
- The number-button "Bf:" defines the length of
the shutter time.
- The value of "Osa" (5,8,11,16) defines the
number of accumulated images.
- Setting the "OSA" option makes each
acumulated image having antialising.
[point]Xparts, Yparts (NumBut)
OSA rendering of large images, in particular, can take up a lot of memory. In addition to all the shadow buffers and texture maps and the faces themselves, this takes up 10 to 16 bytes per pixel. For a 2048x1024 picture, this requires a minimum of 32 Mb free memory.
Use this option to subdivide the rendering into 'parts'. Each part is rendered independently and then the parts are combined. The "Xparts" are particularly important when rendering "Ztransp" faces.
If a World has 'sky', this is filled in in the background. The alpha is not altered, but the transparent colours 'contaminate' the background colours, which makes the image less suitable for post-processing.
'Sky' is never filled in. The alpha in the picture is delivered as "Premul": a white pixel with alpha value 0.5 becomes: (RGBA bytes) 128, 128, 128, 128. The colour values are thus multiplied by the alpha value in advance.
Use "Premul" alpha for post-processing such as filtering or scaling. Remember to select the "RGBA" option before saving.
When Blender reads RGBA files, "Premul" is considered the standard.
'Sky' is never filled in. The alpha and colour values remain unchanged. A white pixel with an alpha value of 0.5 becomes: (RGBA bytes) 255, 255, 255, 128. What this means is especially clear when rendering Halos: the complete transparency information is in the (hidden) alpha layer.
Many drawing programs work better with "Key" alpha.
This turns shadow rendering on. Shadow can only be created by Spot Lamps.
Blender can render panoramas. To do this, a number of pictures are rendered, where the number in question corresponds with the value of "Xparts". For each 'part', the Camera is rotated in such a way that a continuous panorama is created.
For the width of the panorama of the Camera Lens, adjust the "Xparts" and the "SizeX" for the picture.
The total width of the picture, in pixels becomes: Xparts * SizeX.
These are the settings for a 360 degree panorama: Xparts = 8, SizeX = 720, lens = 38.6.
[point]100%, 75%, 50%, 25% (RowBut)
These pre-sets allow you to render smaller pictures. It also affects the size of 'shadow buffers'.
Specifies that two separate fields are rendered. Each field is a complete picture. The two fields are merged together in such a way that a 'video frame' is created.
This option indicates that the first field in a video frame begins on the first line.
With "Field" rendering, this switches the time difference between the two fields off (0.5 frame).
This allows you to render a small cut-out of the image. Specify a render 'border' with SHIFT+B in the 3DWindow (in Camera view of course).
A cut-out is always inserted in a complete picture, including any "BackBuf" that may be present. Set the option "Crop" ON to turn this off.
Colours cannot be normally added together without consequences, for example when rendering anti-aliasing. This limitation is caused by the way light is displayed by the screen: the colour value 0.4 does not appear half as strong as 0.8 (in actuality it is nearly 0.56!).
This can be solved by assigning the display-hardware an extremely high gamma correction: gamma 2.3 or even higher. This gives a really pale image with 'washed out' dark tints to which dithering must be applied.
Blender renders everything internally already gamma-corrected. This produces a more stable anti-aliasing for the eye, i.e. anti-aliasing that does not 'swim'.
To see this difference, render a "Shadeless" white plane with OSA - and with and without "Gamma".
The only time this option should be set to OFF is when Blender is used for image composition.
Start rendering a sequence. This is a 'blocking' process. A square mouse cursor indicates that Blender is busy.
Animations can also be rendered in the 'background'. Use the command line for this: blender -b file.blend -a.
[point]Do Sequence (TogBut)
Specifies that the current Sequence strips must be rendered. To prevent memory problems, the pictures of the complete Sequence system are released per rendering, except for the current frame.
Indicates to the external network render utility that the current
Scene must be rendered.
This starts an animation playback
window. All files from the "Pics" directory are read and played.
For debugging purposes.
[point]Sta, End (NumBut)
The start and end frame of an ANIM rendering.
[point]SizeX, SizeY (NumBut)
The size of the rendering in pixels. The actual value is also determined by the percentage buttons (100%, 75%, etc.).
[point]AspX, AspY (NumBut)
The pixel relationship. The pixels in monitors and video cards are not usually exactly square. These numbers can be used to specify the relative dimension of a pixel.
These buttons specify the graphics file format in which images are saved.
[point] AVI raw (RowBut)
Uncompressed AVI files. AVI is a commonly used format on Windows plattforms.
[point]AVI jpeg (RowBut)
JPEG compessed AVI files.
Framerate for the AVI formats.
This is a commonly used, RLE-compressed standard.
Raw Targa output as alternative for standard (RLE) Targa. Needed for
some broken software.
The standard for SGI software.
This lossy format can produce strong compression. Use "Quality" to indicate how much compression you want.
Only for SGI: specifies that Cosmo hardware must be used to compress SGI Movies.
A self-developed 8 bits RLE format. Creates extremely compact files that can be displayed quickly. To be used only for the "Play" option.
This switches the Ftype option ON. See the description of the "Ftype" TextBut.
Only for SGI: Blender writes SGI movies.
Specifies the quality of the JPEG compression. Also for Movies.
For Movies: the average maximum size of each Movie frame in Kbytes. The compression factor can then vary per frame.
Specifies that the "Border" rendering must not be inserted in the total image.
For Sequences, this switches the automatic picture scaling off. If the pictures are enlarged, the outside edges are cut off.
After rendering, the picture is converted to black & white. If possible, the results are saved in an 8 bit file.
The standard. This provides 24 bit graphics.
If possible (not for JPEG), the alpha layer is also saved. This provides 32 bit graphics.
Only for Iris format graphics: the Zbuffer is added to the graphics as a 32 bit extra layer.
A number of presets: (In the future, this will be replaced by a user-defined script).
The European video standard: 720 x 576 pixels, 54 x 51 aspect.
Like "PAL", but here the render settings are also set.
For preview rendering: 320 x 256 pixels.
For standard PC graphics: 640 x 480 pixels.
[point]PAL 16:9 (But)
A standard Panorama setting.
For large screens: 1280 x 1024 pixels.
Last modified: Tue Oct 24 18:28:14 CEST 2000