| Scene Globals | Available Channels
Defines global render options for the scene. These options are saved with every new scene you create. If you choose, many of these options can be overridden for the pass.
To display (do one of the following):
The Render Manager > Scene Render Options
Choose Render Render Scene Options... from the Render toolbar.
Scene Renderer |
Specifies which rendering engine to use when outputting your scene: mental ray: renders the scene using the mental ray renderer, according to the settings defined in the mental ray Render Options Property Editor. Hardware Renderer: renders the scene using a hardware renderer specified in the Hardware Renderer Property Editor. |
[output directory] |
Specifies the default output directory for the rendered sequence. You can build the output directory path using Tokens and Templates. Or You can enter an explicit path in the text box. Use the Browse (...) button to choose a location. |
[resolved path] |
Displays the fully resolved output path built from the path templates. This is a read-only field. |
[frame padding options] |
Sets the leading zeros to use with the resulting frame number for all rendered sequences. See Setting the Frame Padding [Rendering] for the scene. |
Sets the frame resolution in pixels. A higher resolution produces a more detailed image. The higher the resolution, the longer it takes to render. There is no limit for image resolution, but for large images, the render window will automatically scale the image (in halves such as 1:2, 1:4, 1:8, etc.) to fit it on screen. The output resolution is not affected.
Preset |
Lists output format presets. Custom format: Allows you to define your own custom resolution. |
Output Formats |
Opens the Output Format Preferences [Preference Reference] property editor. |
Width |
Sets the image width (X resolution) independently of the Y resolution. |
Height |
Sets the image height (Y resolution) independently of the X resolution. |
Aspect Ratio |
Sets the aspect ratio of the output camera. This parameter can be edited only if Lock Aspect Ratio is off. |
Pixel Ratio |
Sets the pixel ratio. This ensures compatibility of images with devices that use rectangular or square pixels. |
Lock Aspect Ratio |
Locks the Width and Height Aspect Ratio regardless of the chosen resolution values. For example, editing the Width will automatically change the Height to maintain the same aspect ratio. |
Field rendering consists of rendering to two alternating fields of horizontal scanlines (odd and even) instead of rendering to frames. This reduces the strobing effect that results from fast-moving objects when rendering for video.
The even field of one frame is rendered, then the odd field of the next frame is rendered. This effectively doubles the frame rate. Note that, because of the dependence on frame numbers, sequences should start with an odd frame and end with an even one.
Note that you can set field rendering options in several places:
The settings in the Output Format preferences control the default for new scenes.
The settings in the Scene Render Options control an individual scene.
The Pass settings can override the scene's settings for that individual pass.
Speed |
Defines the shutter speed for the camera. This is the length of time for which the shutter stays open from one point in a frame to another. The blur is evaluated and rendered according to the on-frame options. A speed of zero (0) turns motion blur off, regardless of the presence of motion transformations or motion vectors in the scene. The shutter opens at time 0 + Offset and closes when the shutter Speed time has elapsed. Larger values means a slower shutter speed, and a greater amount of motion blur. The motion blur trail is shorter for shutter values less than 1.0, and longer for shutter values greater than 1.0. If you're using motion blur with particles, Speed must be set to less than 1.0, unless caching has been enabled. For details about working with shutter speed and offset, see Specifying the Shutter Interval [Cameras and Motion Blur]. |
Offset |
Sets the time when the shutter opens. The shutter opens at time 0 + Offset and closes when the shutter Speed time has elapsed. |
[on-frame options] |
For details, see Scene Motion Blur Settings [Cameras and Motion Blur]. |
Deformation Blur |
Controls whether deformation motion blur is enabled. This option should only be enabled when objects in the scene change shape quickly enough to cause a motion blur. Motion blur will be computed for each animated vertex. This greatly increases rendering time. You can set motion steps when calculating deformation motion blur from the mental ray Render Options Property Editor. |
Built-in render channels provided internally by the renderer are displayed as grey rows in the render channels grid. Preset and custom (user-defined) channels are displayed as green rows in the grid.
For information on how to set up and output render channels, see Render Channels & Framebuffers [Rendering].
Main |
The beauty pass, that is, the final effect of all shaders. |
Depth |
The distance of objects from the camera. Zero represents infinity (or no sampled point) and positive values represent increasing distance from the sampled point to the camera. |
Motion |
The movement of elements in world space. Motion data written out in this way is mostly intended for use by output shaders, like the mental ray 2D Motion Blur (mip_Motion_Blur) output shader [Shader Reference]. |
Normal |
The surface normals of the sampled points. If no sampled point, then the vector is all zeros. |
Object Labels |
A unique integer for each object. This allows you to isolate objects in a compositing program. |
Pixel Coverage |
The fraction of each pixel covered by the most samples in that pixel. Where two or more objects contribute to a pixel, this is the portion contributed by the dominant object. |
Raster Motion |
The movement of elements in screen (raster) space. Raster Motion data written out in this way (from the point of view of the camera) is intended for use by post-processing tools. In addition:
|
Ambient |
The color contribution of ambient light. |
Diffuse |
The color contribution of diffuse light. |
Specular |
The color contribution of specular light. |
Irradiance |
The color contribution of indirect illumination (photons, final gathering, and irradiance particles results). |
Reflection |
The color contribution of reflected light. |
Refraction |
The color contribution of refracted light. |
[custom render channel name] |
Custom (user-defined) render channels are also displayed by name as green rows in the grid. |
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