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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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>Output formats</H1
><P
>&#13;The file is saved in whichever format has been selected in the pertinent
Menu button in the <TT
CLASS="literal"
>Format</TT
> Panel(). 
From here you can select many image or animation formats 
(<A
HREF="x7759.html#BSG.REN.F.S68.501"
>Figure 14</A
>). 
</P
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><P
><IMG
SRC="PartR/rendering/gfx/RenderImageTypes.png"></P
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><P
><B
>Figure 14. Image and animations formats.</B
></P
></DIV
><P
>&#13;The default image type is <TT
CLASS="literal"
>Targa</TT
>, but, since the image is
stored in a buffer and then saved, it is possible to change
the image file type after the rendering and before saving
using this menu.
</P
><P
>&#13;By default Blender renders color (<TT
CLASS="literal"
>RGB</TT
>) images (bottom line in
) but Black and White (<TT
CLASS="literal"
>BW</TT
>) and
colour with Alpha Channel (<TT
CLASS="literal"
>RGBA</TT
>) are also possible.
</P
><P
>&#13;Beware that Blender does <I
CLASS="emphasis"
>not</I
> automatically add the extension
to files, hence any <TT
CLASS="literal"
>.tga</TT
> or <TT
CLASS="literal"
>.png</TT
>
extension must be explicitly written in the File Save window.
</P
><P
>&#13;Except for the Jpeg format, which yields lossy compression, all the other
formats are more or less equivalent. It is generally a bad idea
to use Jpeg since it is lossy. It is better to use Targa and then convert
it to Jpeg for web publishing purposes, keeping the original
Targa.
</P
><P
>&#13;Anyhow, for what concerns the other formats: <TT
CLASS="literal"
>TARGA raw</TT
>
is uncompressed Targa, uses a lot of disk space. <TT
CLASS="literal"
>PNG</TT
> is
Portable Network Graphics, a standard meant to replace old
GIF inasmuch as it is lossless, but supports full true colour images.
<TT
CLASS="literal"
>HamX</TT
> is  a self-developed 8 bits RLE format; it
creates extremely compact files that can be displayed quickly.
To be used only for the "Play" option.
<TT
CLASS="literal"
>Iris</TT
> is the standard SGI format, and <TT
CLASS="literal"
>Iris + Zbuffer</TT
>
is the same with added Zbuffer info.
</P
><P
>&#13;Finally <TT
CLASS="literal"
>Ftype</TT
>
uses an "Ftype" file, to indicate that this file serves as an example
for the type of graphics format in which Blender must save images.
This method allows you to process 'colour map' formats. The colourmap
data is read from the file and used to convert the available 24 or 32 bit
graphics. If the option "RGBA" is specified, standard colour number '0'
is used as the transparent colour. Blender reads and writes (Amiga)
IFF, Targa, (SGI) Iris and CDi RLE colormap formats.
</P
><P
>For what concerns animations:</P
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>AVI Raw</TT
> - saves an AVI as uncompressed
frames. Non-lossy, but huge files.</P
></LI
><LI
><P
><TT
CLASS="literal"
>AVI Jpeg</TT
> - saves an AVI as a series
of Jpeg images. Lossy, smaller files but not as small as you
can get with a better compression algorithm. Furthermore the
AVI Jpeg format is not read by default by some players.</P
></LI
><LI
><P
><TT
CLASS="literal"
>AVI Codec</TT
> - saves an AVI compressing
it with a codec. Blender automatically gets the list of your
available codecs from the operating system and allows you to set its parameters.
It is also possible to change it or change its settings, once
selected, via the <TT
CLASS="literal"
>Set Codec</TT
> button which appears
(<A
HREF="x7759.html#BSG.REN.F.S68.502"
>Figure 15</A
>). </P
></LI
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><P
><IMG
SRC="PartR/rendering/gfx/Render06.png"></P
></DIV
><P
><B
>Figure 15. AVI Codec settings.</B
></P
></DIV
><P
>&#13;For an AVI animation it is also possible to set the frame rate
(<A
HREF="x7759.html#BSG.REN.F.S68.502"
>Figure 15</A
>) which, by default, is 25 frames
per second.
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