Graphics Programs Reference
In-Depth Information
14
rendering And comPositing
In this chapter, we move into the final stages of
the projects as we turn each of the scenes into ren-
dered images and tweak them to look their best.
We begin by looking at Blender's render settings,
both for Blender Internal and Cycles, to determine
how to get the best render in the shortest time pos-
sible. Following that discussion, I'll cover using
Blender's node-based compositor to further refine,
adjust, and grade these renders into final images.
Finally, we'll make a few tweaks to the renders
i in G I M P.
Rendering with Blender Internal
The Render tab in Blender Internal is shown in
Figure 14-1. Let's look at the settings available in
each panel.
Render Panel
This contains buttons for rendering your animation
and playing back the results.
Image/Animation These buttons render the current
frame (F12) or every frame in the range set by the
Frame Range settings in the Dimensions panel
as an animation ( ctrl -F12). You can play back
the rendered animation with the play button.
The Render Tab
We touched on the Render tab of the Properties edi-
tor when we used it to bake textures in Chapter 10.
In this chapter, we'll examine the other settings
available in this tab. Many of these depend on
which renderer is being used—Blender Internal
or Cycles—so we will look at each in turn.
Display Display lets you set where the rendered
image will appear. The Image editor option will
render the image in an available UV Image edi-
tor if possible, or it will temporarily switch one
of the other editors into a UV Image editor dur-
ing rendering if necessary. The other options
allow you to render full screen, in a new window,
or in the background (Keep UI).
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