Previously, we have seen how to render an image in Cycles. It is quite different for an animation. It's best to first do a raw render of the shots with the following settings:
Passes in Cycles
Passes are a decomposition of the 3D image rendered in Cycles. We can also render passes with Blender Internal but in a different way. Once the rendering calculation is over, we can combine these passes and combine each pass together to create the final image with directly compositing in Blender or another software. The passes allow us to get a control to considerably improve an image and make changes even after the image is rendered. So, it gives more fine-tuning opportunities and saves us a lot of render time.
If you want to explore all the passes of Cycles, visit this link:
http://wiki.blender.org/index.php/Doc:UK/2.6/Manual/Render/Cycles/Passes
This format has the advantage of containing all active passes with a lossless compression. The passes are a decomposition of the rendered picture (Diffuse, Shadows, Ambient Occlusion, and so on). In our case, we are going to save some time by only rendering the combined and the Z passes. The combined pass corresponds to the final image with all the different passes already combined, and the Z pass gives us a black and white image corresponding to the depth of the scene.
//Render 1
. We will press Enter to validate the address. The //
symbols create a file just next to the blend file.OpenEXR
This is a high dynamic-range (HDR) image file format created and used for special effects in the VFX industry. It is now a standard format supported by most of 3D and compositing softwares. The OpenEXR Multilayer format is a variation. It can hold unlimited layers and passes.
If you want more information about OpenEXR in Blender, visit this link:
http://blender.org/manual/data_system/files/image_formats.html#openexr
You are now ready to render the animation. You can press the Animation button to start rendering. We must repeat this process for each shot.
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