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This panel appears in the Scene (Image:Manual-Part-I-Interface-Context-Scene.png) Context panel group which is accessed using F10 or clicking (Image:Manual-Part-I-Interface-Context-Scene-Render.png) button in the Buttons window.

[edit] Render

  • Render - Start the rendering process. A square mouse cursor indicates that Blender is busy (F12). Rendering can also take place in the 'background'.
  • Shadow - Enables shadow casting.
  • Envmap - Enables EnvMap calculations.
  • Pano - Enables panoramic scenes. To do this, a number of pictures are rendered, specified by 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, using a particular Camera Lens, adjust the Xparts and the SizeX for the picture. The total width of the picture, in pixels becomes: Xparts x SizeX. These are the settings for a 360 degree panorama: Xparts = 8, SizeX = 720, lens = 38.6.
  • Ray - Enable raytracing.
  • Radio - Perform a Radiosity calculation before rendering.
  • Blender Internal - Choose the rendering engine. The list defaults to YafRay and Blender internal.
  • OSA(5, 8, 11, 16) - 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. 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. There are four presets: 5, 8, 11, 16.
  • MBLUR - This option mimics a natural (or long) shutter time by accumulating multiple frames. The value of OSA defines the number of accumulated images. Setting the OSA option makes each accumulated image have anti-aliasing.
  • Bf: - Defines the length of the shutter time, in frames.
  • 100%,75%,50%,25% - These presets allow you to render smaller pictures. It also affects the size of the 'shadow buffers', hence memory consumption and CPU times.
  • Xparts,Yparts: - OSA rendering of large images, in particular, can take up a lot of memory resources. In addition, all the shadow buffers and texture maps and the faces themselves, takes upwards of 10 to 16 bytes per pixel. For a 2048x1024 picture, this requires a minimum of 32Mb 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.
  • Fields - 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.
  • Odd - This option forces the rendering of Odd fields first in a video frame.
  • X - With Fields rendering, this switches the time difference between the two fields by (1/2 frame).
  • Gauss - Sample filtering for anti-aliasing. Each has a trade off between performance and precision.
  • 1.00 - The size of the filter being applied.
  • Border - This allows you to render a small cut-out of the image. Specify a render 'border' with Shift B in the 3DWindow Camera view. A cut-out is always inserted in a complete picture, including any "Back Buffer" that may be present.
  • Gamma - Colours cannot be normally added together without consequences, for example when rendering with 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.
  • Sky - If a World has 'sky', this is filled in in the background. The alpha is not altered, but the transparent colours 'contaminate/overshadow' the background colours, which makes the image less suitable for post-processing.
  • Premul - or Pre-Multiply. The 'Sky/background' is never filled in. The alpha in the picture is delivered as "Pre-multiplication"; a white pixel with an alpha value 0.5 becomes: (RGBA bytes) 128, 128, 128, 128. The colour values are thus pre-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.
  • Key - The '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. This is especially clear when rendering Halos. The complete transparency information is in the (hidden) alpha layer. Many drawing programs work better with colour "Key" information than alpha information.
  • 128 - Octree resolution. This helps organize the rendering process in order to improve performance at the cost of memory resources. The higher the value the faster the rendering but the larger memory resources are consumed.