Before you can preview or render hardware
particles, you must set up the Hardware Render Buffer.
For complete information on setting up the Hardware
Render Buffer, see
Hardware Render Buffer window in
the Rendering guide.
The following procedure
describes a typical set up; you may decide to use a slightly different
procedure.
To prepare to preview or render hardware
particles
- Select
Window > Rendering Editors > Hardware Render Buffer.
The Hardware
Render Buffer is displayed.
- From the Cameras menu,
select the camera you want to render from.
TipYou can adjust the
camera’s view within the Hardware Render Buffer using
the Alt (Windows and Linux) or Option (Mac OS X) key and the mouse
buttons.
- Select Render > Attributes.
The Hardware
Render Globals Attribute Editor is displayed.
- Set the following attributes:
Filename
|
The base name for all
rendered image files.
|
Extension
|
The format of the extension(s) added
to the base name for all rendered image files.
|
Start Frame
|
The first frame to render.
|
End Frame
|
The last frame to render.
|
By Frame
|
The increment between
frames that you want to render.
|
Image Format
|
The format for saving
rendered image files.
|
- Do one of the following:
- To use a standard image resolution, click
the Select button to the right
of the Resolution attribute and select a preset image resolution.
- To use a custom image resolution, in
the Resolution field type:
<formatName> <width> <height> <deviceAspectRatio>
For example, type:
- Do one of the following:
- If you plan to composite the hardware rendered
image(s), set Alpha Source to either Hardware
Alpha (if your computer has a hardware alpha buffer)
or Luminance.
- If you do not plan
to composite the hardware rendered image(s), set Alpha
Source to Off.
- If you plan to composite the hardware
rendered image(s), and will need depth information during compositing
(that is, the distance that particles are from the camera), turn
on Write ZDepth.