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Using Render controls

From: Blender Essential Training

Video: Using Render controls

The purpose of this video is to go over rendering in Blender and what your different options are. The Render section over here is in your Properties panel. I'm going to go ahead and make this a little bigger here, so we can see it. So rendering is the process of taking this CG image and/or from the Compositor or the Sequencer, and actually producing the final video. So you have your choice first here of the different kinds of renderers. Now, Blender has been integrated with what we call the Blender Internal renderer, which is a scanline renderer, as well as YafRay and now YafaRay, which is a public domain rendering system that is fairly integrated with Blender and supports all of the different particle systems and materials and the kinds of lights and the effect that those lights have.

Using Render controls

The purpose of this video is to go over rendering in Blender and what your different options are. The Render section over here is in your Properties panel. I'm going to go ahead and make this a little bigger here, so we can see it. So rendering is the process of taking this CG image and/or from the Compositor or the Sequencer, and actually producing the final video. So you have your choice first here of the different kinds of renderers. Now, Blender has been integrated with what we call the Blender Internal renderer, which is a scanline renderer, as well as YafRay and now YafaRay, which is a public domain rendering system that is fairly integrated with Blender and supports all of the different particle systems and materials and the kinds of lights and the effect that those lights have.

The lighting is handled a little bit differently within YafRay. So be prepared to have to come back here and essentially make your scene pretty dark before you use YafRay to shoot all your photons. But Blender has also been integrated with RenderMan and Inkscape. A vector based 2D sort of renderer is also in the works. Indigo. There is Blendigo, there is Sunflow, Cinema 4D, V-Ray... I mean there is a lot of different ones and I apologize if I missed your favorite renderer. But the point is that Blender integrates with a lot of different renderers.

When you get into huge things, you can also use a render farm as well and have Blender installed on 10 or 20 computers, each rendering portions of the final video. So once you have those choices, then you have three main components that you need to set up. The first of course is in the world whether or not you are going to do Radiosity, which is over here, and whether or not you are going to do Ambient Occlusion, which is set up over here. Then once you start the rendering, you have your choices of the output formats.

Blender supports a whole bunch of static image formats as well as containerized formats of video. We have everything from PNGs and if you render out an animation, it creates what's called a PNG sequence. If you are using PNG or Targa and like that, you want to make sure that you set RGBA on to write out the Alpha channel. Coming back to also QuickTime, I believe supports an Alpha channel. We have AVI, JPEGs as well as a whole bunch of Codecs that are installed wherever Codecs happen to be set on your system.

If you choose AVI Codec, then you have to come over here, and then select the Codec that you want to use to encode your video. Codec is a compressor-decompressor. We have a whole bunch of presets here for the size of the video that you want to create, and we have everything from Full HD to a PC, to PAL, NTSC for US television, and for animations, you need to set your frames per second. 25 is the standard, 24 for film and 30/1.001 for US broadcast TV.

You can also just do a quick render in black and white if you want to as well. When you do set up your rendering, it's important to enable Ray tracing and Shadows as well as Subsurface Scattering if you are doing that. OSA is Oversampling. There are two kinds of Oversampling supported in Blender. One is normal Oversampling, and Anti -aliasing, the other is Full Screen Anti-aliasing, and that's enabled and very useful if you are doing a huge render with a lot of difference-depth, and when you do that, you want to enable Save Buffers, enable Full Sample.

When you do that, then this OSA becomes FSA, and that takes the full screen and does the jittering and the anti- aliasing to smooth out the edges. You also have Motion Blur fully supported in Blender. So as things are moving, Blender will automatically calculate the previous frame and the next frame, and then do a blur calculation to blur moving objects. Finally, for rendering large images on modest PCs, you can break the render up into parts, and this breaks it up into 16 parts, and then the render only has to work on 1/16th of the image at a time, and that enables you to render larger images on a more modest PC.

We also have Fields rendering, which is for interlaced fields. We support both odd and even interlacing, and of course, the all important, do we want to render with a sky, do we want to render with pre-multiplied images, or do we want to render with keyed images? Lastly, we have the Output panel, and we want to type-in the name of the file here. A Double Slash indicates the folder in which the Blend file is saved. So that's very handy. So very often, I'll do a //render\ and then that automatically creates a subdirectory for me under wherever my Blend file is called render and then all of my movies or my frames go out to that folder.

The Back Buffer is used to load up an image that I want to use as a matte background and when I specify the filename here, when I want to use that background as my render, then I just check here to enable that. Blender also supports cartoon-style edge rendering around all of your objects. Here is where you set up the edge and when you click Edge Settings, you can set the color of the edge as well as the intensity of it. When you do, do a render, usually it comes up in a separate window. You can also have it go to an Image Editor window and then you can indicate which Image Editor or which window of these four windows to use as the output.

So now when I'd click Render, what it's doing now is it goes through and it computes the motion blur, the oversampling and everything like that and puts the image over here in a window. That saves having that Render Window pop-up every time you do a render if that gets annoying. All right, that's an overview of essentially how rendering happens and what all your different options are when you go to do a render of your CG scene.

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This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 24640 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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