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File rendering configurations combine most settings and other data components required when rendering a 'final' image into a disk file. For example, image resolution and rendering quality settings are part of the configuration data. Often, in addition to selecting a suitable file rendering configuration, the user only has to make sure that a suitable camera object is included in the scene. |
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The 'Configuration' field contains a list of file rendering configurations. Selecting 'New' from the end of the list adds a new item to the list. It can be renamed and edited as appropriate, and saved to disk for later use.
The file rendering system supports simultaneous output to several files or other output targets (a preview window etc. may be also included). The following output controls are available:
File Name: The name and path for the output item selected in the 'Active File Formats' list below. Changing the string and hitting the 'Enter' key updates the respective file output. The name string is also used when adding new formats to the active list.
Available Formats: A list of currently loaded/created output objects. You can pick a format and click the 'Add' key to insert a new output file to the active list below this control.
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| If a suitable format is missing, you can create new output objects at the select window's 'Output Objects' tab. |
Active File Formats This list shows the total output file configuration. Each item in the list is a pair of a format name and an suitably abbreviated file name. Items can be removed by activating them and using the 'Remove' popup menu. The file name part of an item can be changed by activating the item, then changing the 'File Name' string and hitting the Enter key. Note that changing the 'Available Formats' field selection does not change any item in the active list.
File formats can be added also by drag and dropping them from the select window's 'Output Objects' tab into the active format list.
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| You cannot add the same format twice to the active list, because the items on the active list are identified by the output object name. If you, for some unusual reason, truly want to output two identical files, create a duplicate of the format object at the select window and rename it. |
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Rendering quality settings and post processing settings can be select as follows: |
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Effect/Image: The post processing configuration which is executed for complete images. If an image is rendered by dividing it to sub boxes (e.g. when using network rendering), the boxes are processed with this configuration after assembling them into a complete image.
Effect/Field: The post processing configuration for rendered fields.
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| If field rendering is turned off, these effects are executed for all rendered images after combining possible motion samples. |
Effect/Frame: The post processing configuration for complete frames. Executed after possible sub fields have been assembled into a frame.
Render/Backup/Post Process: With this control, you can activate rendering with an additional ray trace backup file. After full rendering, post processing effects can be readjusted and rendered multiple times using the backup file.
Walkthrough mode: If this option is enabled, the scene is treated as static (animations will not work). The full scene is sent to the render engine only in the first rendered frame, and after that, only camera changes are considered. This can speed up rendering remarkably, when the scene is complex and contains procedural objects such as fractal trees.
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These controls define the pixel resolution of the outputted images. |
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Height/Width: Image resolution ratio.
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| This is not necessarily the same as the image aspect ratio, which also depends on the pixel aspect ratio. Pixels are often not squares. For example, all common video standards use non-square pixels. |
Lock ratio: Locks the ration so that if you change one dimension, the other becomes scaled respectively.
Presets: A list containing some common industry standard resolutions.
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The 'Render Box' controls limit the rendering to a sub area of the total image. For example, it may happen that after spending one whole day for high resolution rendering of a complex scene, the user notices that the color of a small object at the top left corner was wrong. |
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Instead of re-rendering the whole scene, the user can render one quarter of the total image width and one quarter of the total height around the object to a new file. The position of the new sub image is known accurately and therefore it can be pasted over the original image using a paint or image processing program.
The controls are:
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The 'Name Indexing' controls define how the file name is generated from the actual file name and the current frame number. Rendered images are named as follows: [filename][index].[extension] |
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For example:
myimage000.bmp
The first portion is the file name defined by the user (such as d:\mypics\test). Index is the current frame plus the base index definedthrough the 'Base index' field. The number of digits in the index portion is automatically extracted from the number of frames in the animation. For example, if the length of the animation is 120 frames, the index portion contains three digits. The extension is determined by the selected file format.
The indexing controls are:
Format: Selects between the default (zero padded) indexing and a customized, user defined indexing. The default indexing format is flexible enough for most cases. If a more exotic indexing convention is desired, it can be achieved by selecting 'Custom' to the 'Format' field and entering a suitable string to the 'Format String' field. The format string follows C language 'printf' conventions.
Format String: This control shows the format string that is used for generating the index portion of the filename. If 'Format' is set to 'Custom', you can define an arbitrary format string to this gadget. For example, the string '%d' outputs indices without zero padding: frame0.tga, frame1.tga, … , frame99.tga…. '%05d' would output: frame00001.tga. '%03d' outputs: frame001.tga, etc.
Example: shows a complete sample filename generated by the current settings.
Base Index: Animation frame indices start from zero. If you want to start output file indexing from one (frame001.tga, frame002.tga, …), set 'Base index' to one.
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The 'Frame Commands' area contains four command gadgets. The commands can be defined using any of the installed scripting languages. In addition to this, DOS (or shell) scripts can also be used. |
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The following commands can be defined:
Begin animation: This command is executed once in the beginning of animation rendering. For example, a special hardware for animation recording can be turned on.
End animation: Executed once when the animation is ready. This can be used for clean up actions.
End Frame: Executed after each rendered frame. For example, the rendered image can be recorded to a single frame recorder.
The frame command can access the file name via the following predefined macros:
[image] - Full name of the rendered image, for example 'd:\images\test000.bmp'.[path] - Path portion of the file name without the last path separator, such as 'd:\images'.[base] - Base name (i.e. path and extension removed). For example 'test'.[ext] - Extension without the dot. For example 'bmp'.
For example, if the file name is d:\realsoft3d\images\test.bmp:
[path] - results in 'd:\realsoft3d\images' [path]\[base].[ext] is the same as [image] - 'd:\realsoft3d\images\test.bmp'. [path]\[base].tga results 'd:\realsoft3d\images\test.tga'