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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><H1
><A
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></A
>Rendering</H1
><P
>&#13;	Rendering is the final process of CG (short of postprocessing, of course)
	and is the phase in which the
	image corresponding to your 3D scene is finally created.
</P
><P
>&#13;	The rendering buttons window is accessed via the Scene Context
	and Render Sub-context (<B
CLASS="keycap"
>F10</B
> or the
	<B
CLASS="guiicon"
>&#13;  	<IMG
SRC="PartR/rendering/gfx/RenderingButton.png">
	</B
> 
	button). The rendering Panels and Buttons are shown in <A
HREF="c7592.html#BSG.REN.F.S68.001"
>Figure 1</A
>.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.REN.F.S68.001"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartR/rendering/gfx/RenderingButtons.png"></P
></DIV
><P
><B
>Figure 1. Rendering Buttons.</B
></P
></DIV
><P
>&#13;	The rendering of the current scene is performed by pressing the big  
	<TT
CLASS="literal"
>RENDER</TT
> button in the <TT
CLASS="literal"
>Render</TT
> panel,
      or by pressing <B
CLASS="keycap"
>F12</B
>. 
	The result of the rendering is kept in a
	buffer and shown in its own window. It can be saved by pressing <B
CLASS="keycap"
>F3</B
>
	or via the <TT
CLASS="literal"
>File</TT
>&#62;&#62;<TT
CLASS="literal"
>Save Image</TT
> menu.
</P
><P
>&#13;	The image is rendered according to the dimensions defined in the <TT
CLASS="literal"
>Format</TT
>
	Panel (<A
HREF="c7592.html#BSG.REN.F.S68.002"
>Figure 2</A
>). 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.REN.F.S68.002"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartR/rendering/gfx/Render01.png"></P
></DIV
><P
><B
>Figure 2. Image types and dimensions.</B
></P
></DIV
><P
>&#13;	By default the dimensions <TT
CLASS="literal"
>SizeX</TT
> and <TT
CLASS="literal"
>SizeY</TT
> 
	are 320x256 and can be changed as for any Num Button.
	The two buttons below define the aspect ratio of the pixels. This is
	the ratio between the X and Y dimensions of the pixel of the image.
	By default it is 1:1 since computer screen pixels are square, but can be varied
	if television shorts are being made since TV pixels are not square.
	To make life easier the rightmost block of buttons 
	(<A
HREF="c7592.html#BSG.REN.F.S68.003"
>Figure 3</A
>) provides some common presets:
</P
><DIV
CLASS="figure"
><A
NAME="BSG.REN.F.S68.003"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartR/rendering/gfx/RenderImageDimensions.png"></P
></DIV
><P
><B
>Figure 3. Image pre-set dimensions.</B
></P
></DIV
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>PAL</TT
> 720x576 pixels at 54:51 aspect ratio.</P
></LI
><LI
><P
><TT
CLASS="literal"
>NTSC</TT
> 720x480 pixels at 10:11 aspect ratio.</P
></LI
><LI
><P
><TT
CLASS="literal"
>Default</TT
> Same as PAL, but with full TV options, as explained in the following sections.</P
></LI
><LI
><P
><TT
CLASS="literal"
>Preview</TT
> 640x512 at 1:1 aspect ratio. This setting automatically scales down the image by 50%, to effectively produce a 320x256 image.</P
></LI
><LI
><P
><TT
CLASS="literal"
>PC</TT
> 640x480 at 1:1 aspect ratio.</P
></LI
><LI
><P
><TT
CLASS="literal"
>PAL 16:9</TT
> 720x576 at 64:45 aspect ratio, for 16:9 widescreen TV renderings.</P
></LI
><LI
><P
><TT
CLASS="literal"
>PANO</TT
> Standard panoramic settings 576x176 at 115:100 aspect ratio. More about 'panoramic' renderings in the pertinent section.</P
></LI
><LI
><P
><TT
CLASS="literal"
>FULL</TT
> 1280x1024 at 1:1 aspect ratio.</P
></LI
></UL
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="rendering_parts"
></A
>Rendering by Parts</H1
><P
>&#13;It is possible to render an image in pieces, one after the other,
rather than all at one time. This can be useful for very complex scenes,
where rendering small sections one after the other only requires
computation of a small part of the scene, which uses less memory.
</P
><P
>&#13;By setting values different from 1 in the <TT
CLASS="literal"
>Xpart</TT
>
and <TT
CLASS="literal"
>Ypart</TT
> in the <TT
CLASS="literal"
>Render</TT
> Panel
(<A
HREF="c7592.html#BSG.REN.F.S68.601"
>Figure 4</A
>)  you force Blender to divide your
image into a grid of <TT
CLASS="literal"
>Xpart</TT
> times <TT
CLASS="literal"
>Ypart</TT
>
sub-images which are then rendered one after
the other and finally assembled together.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.REN.F.S68.601"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartR/rendering/gfx/Render02.png"></P
></DIV
><P
><B
>Figure 4. Rendering by parts buttons.</B
></P
></DIV
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><P
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>&#13;Blender cannot handle more than 64 parts.
</P
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