The 3D Viewer displays the scene using an OpenGL hardware render. When you build a scene, Nuke renders high-quality output from the perspective of the camera connected to the ScanlineRender node. The rendered 2D image is then passed along to the next node in the compositing tree, and you can use the result as an input to other nodes in the script.
If there is a Deep node downstream, the ScanlineRender node also outputs deep data. See Using ScanlineRender to Generate Deep Data.
To render out a scene:
1. | Make sure the rendering camera is connected to the ScanlineRender node. |
2. | Toggle the Viewer back to 2D. |
3. | Connect the output of the ScanlineRender node to the appropriate 2D nodes in your script. |
You can affect the rendered output by adjusting the various controls of the ScanlineRender node.
You can, for example, select the projection mode to do different renderings of the scene, or change the global ambient color.
Control | Description |
transparency | Enable the transparency checkbox to allow transparency settings on objects to be taken into account. When this is disabled, the alpha channel is treated as completely opaque. |
Z-buffer | Enable the Z-buffer checkbox to simplify the polygon layers, which makes rendering faster. |
filter |
You can select from the following options: • Impulse - Select this for no filtering; each output pixel equals an input pixel. • Cubic - A smooth interpolation between pixels. This is the default. • Keys - Pixels receive some smoothing and minor sharpening. • Simon - Pixels receive some smoothing and medium sharpening (*). • Rifman - Pixels receive some smoothing and significant sharpening (*). • Mitchell - Pixels receive some smoothing and blurring to hide pixelation (*+). • Parzen - Pixels receive the greatest smoothing of all filters. Use this option to prevent ringing on sharp edges (+). • Notch - Pixels receive flat smoothing (which tends to hide Moiré patterns) (+). • Lanczos4 - Good for scaling down (*). • Lanczos6 - Good for scaling down with some sharpening (*). • Sinc4 - Select this for scaling down with a lot of sharpening (*). • Nearest - Fastest and crudest, sample the nearest texel from the appropriate mip map (%). • Bilinear - Remove blockiness, sample and interpolate the four nearest texels from the appropriate mipmap level (%). • Trilinear - Smooth interpolation of texture quality according to the distance, bilinearly interpolate between two closest mipmap levels (%). • Anisotropic - Highest quality filtering, gives a better result when shading surfaces with a high angle relative to the camera (%). NOTE: (*) Has negative lobes, can produce values that are outside the range of the input pixels. |
antialiasing | Use the antialiasing dropdown to select what level of multiple intersection and Z tests per pixel to produce antialiased polygon edges and intersections. |
Z-blend mode | Use this dropdown to select what type of ramp to use to blend two surfaces within the Z-blend range of each other (smooth looks better, but linear is provided for backwards compatibility). |
Z-blend range | Use the Z-blend range slider to set smooth the blending transition between intersecting objects. |
projection mode |
You can choose from any of the following options: • render camera - Select this to use the projection type of the render camera. This option is selected by default. • perspective - Select this to have the camera’s focal length and aperture define the illusion of depth for the objects in front of the camera. • orthographic - Select this to use orthographic projection (projection onto the projection plane using parallel rays). • uv - Select this option to have every object render its UV space into the output format. You can use this option to cook out texture maps. • spherical - Select this option to have the entire 360-degree world rendered as a spherical map. |
tessellation max | Limit recursive subdivision by a screen-space distance. |
overscan | Use the overscan slider or field to set the maximum additional pixels to render beyond the left/right and top/bottom of the frame. Rendering pixels beyond the edges of the frame can be useful if subsequent nodes need to have access outside the frame. For example, a Blur node down the node tree may produce better results around the edges of the frame if overscan is used. Similarly, a subsequent LensDistortion node may require the use of overscan. |
ambient | The global ambient color is the overall color added to the areas that are not illuminated. Without this color, these areas appear black. Drag the ambient slider, or enter a value between 0 (black) and 1 (white) in the input field. |
You can use the properties on the MultiSample tab to add motion blur to your 3D scene. For more information, see Adding Motion Blur to the 3D Scene.
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