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Rendering and Saving Images

After you have adjusted your render settings, in regards to Quality and Format, you will need to actually render the image. Rendering still images is fairly simple. Rendering Animations is a bit more complex and is covered in the next sections.

To render an image from the active camera, in the Render Panel, hit the big Image button. By default the 3D view is replaced with the UV/Image Editor and the render appears.

Displaying Renders

Renders are displayed in the Image Editor. You can set the way this is displayed to several different options in the Display drop-down menu:

Keep UI
The image is rendered to the Image Editor, but the UI remains the same. You will need to open the Image Editor manually to see the render result.
New Window
A new floating window opens up, displaying the render.
Image Editor
The 3D view is replaced with the Image Editor, showing the render.
Full Screen
The Image editor replaces the UI, showing the render.

For each of these options, pressing Esc will close the render view and return to the previous view.

Saving

Rendered images can be saved by clicking on the Image menu and using the save options.

Animation Playback

The 'Play' button in the render panel will play back your rendered animation in a new window.

You can also drop images or movie files in a running animation player. It will then restart the player with the new data.

Key Short-Cuts
  • A toggle frame skipping.
  • P toggle ping-pong.
  • ↵ Enter start playback (when paused).
  • 0 NumPad toggle looping.
  • Padperiod manual frame stepping.
  • step back one frame.
  • step forward one frame.
  • step back 10 frames.
  • step forward 10 frames.
  • ⇧ Shift use backward playback.
  • ⇧ Shift use forward playback.
  • ⇧ Shift hold to show frame numbers.
  • LMB Template-LMB.png scrub in time.
  • CtrlPlus zoom in
  • CtrlMinus zoom out
  • Esc quit
  • 1 NumPad 60 fps
  • 2 NumPad 50 fps
  • 3 NumPad 30 fps
  • 4 NumPad 25 fps
  • ⇧ Shift4 NumPad 24 fps
  • 5 NumPad 20 fps
  • 6 NumPad 15 fps
  • 7 NumPad 12 fps
  • 8 NumPad 10 fps
  • 9 NumPad 6 fps
  • / NumPad 5 fps
  • Minus slow down playback.
  • Plus speed up playback.

Display Options

When a rendered image is displayed in the Image Editor, several new menu items become available.

Slot Menu
You can save successive renders into the render buffer by selecting a new slot before rendering. If an image has been rendered to a slot, it can be viewed by selecting that slot. Empty slots appear as blank grids in the image editor. Use the shortcut J to cycle through saved renders and AltJ to cycle backwards through the saved renders.
Render Layer
If you are using Render Layers, use this menu to select which layer is displayed.
Render Pass
If you are using Render Passes, use this menu to select which pass is displayed.
Image Painting
This icon enables or disables Image Painting.
Display Mode
The last four buttons set how the image is displayed.
RGB
Draw image as rendered, without alpha channel.
RGBA
Replaces transparent pixels with background checkerboard, denoting the alpha channel.
Alpha Channel
Displays a gray-scale image. White areas are opaque, black areas have a an alpha of 0.
Z Depth
Display the depth from the camera, from Clip Start to Clip End, as specified in the Camera settings.
Curves Panel
The Curves Panel is available in the Properties Panel. You can use this to adjust the colors of the image.



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For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development