Workspace and modelling sync rendering. . .

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Workspace and modelling sync rendering. . . // New Users

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Post by nealiosnoise // Feb 10, 2009, 7:56am

nealiosnoise
Total Posts: 77
pic
i make an animation in workspace, i want to render it as an AVI file on the Model Side.


so, i turn the bridge on, and everything from the workspace is now on the model side....



in render to file, i select animation from the workspace side, and set the # of frames.


the finished AVI is a rendered model side... how come?


so i can't render bloom and glow from the workspace or something??


im not using any camera's, just fiddling around to see how things work.. and rendering from the main perspective


but its not rendering from the workspace side at all, just the model side.


whats a guy ta do?? bridge is on and full merge is on. to me, these 2 things sound like they would do the job, your enabling bridge, and its fully merged. . ..

Post by TomG // Feb 10, 2009, 8:21am

TomG
Total Posts: 3397
The workspace has a real-time render engine. This is used to create bloom, glow etc. These are post process effects applied in the real-time render engine pipeline, so to use them, you have to render from the real-time render engine.


You can do that from the workspace side directly, using the Render To File icon in the bottom right. Here you can render either a single image, or an animation. This uses the real-time render engine to produce the pictures, which is very fast (usually 0.5seconds per frame), and which will show the bloom and glow.


The Model side does not have access to the real-time render engine, but instead has access to two offline render engines, Lightworks and Virtualight. These are entirely separate engines, so have no connection to the real-time one on the workspace side. They do not, then, have bloom and glow and will not show those in their results.


They do all the things offline render engines are useful for though, such as HDRI, reflections, transmission, etc, things that are (as yet) too computationally slow to do in a real-time engine as they involve a lot of math.


Think of it this way, your 3D data exists just as data. To turn it into something you can see needs a render engine. You have to pick which one you want to use to turn your data into an image, and depending on which one you pick, you gain some features and lose others. It is best to decide which render engine your project is intended for right from the beginning, since each engine offers different things, and uses different shaders and materials, so what works in one will not work in the other.


Pick the real-time if you don't need reflections, refraction, GI, HDRI, etc, and if you need speed, or if you want the bloom and glow effects. Pick the offline if you do need reflectons, refractions, GI, HDRI, etc, you want an increased level of photorealism (generally - though with good set up the real-time engine can be very photoreal too), and if you don't mind the longer render times, and lack of bloom and glow.


If you really want bloom and glow from an offline render, there is probably some post processing in a video editing package that would do the trick, I would guess? There are also glow shaders for Lightworks, though they are done per object and not per scene - Coolpowers has one, and it's a free download. Since it relies on the offline render engine, you won't see the effect while modeling, only when you render to file.


HTH!

Tom


BTW it so happens that the real-time render engine is the same one that also shows your 3D data to you while you model. tS treats this is a final render engine as well as the engine used while modeling. Many programs don't have a real-time engine that would be worth using for final results as they don't support such complex shadows and shaders, etc, so while they have a real-time engine, it's generally not presented as one you can use for making final stills and animations from.


The concept is really the same as found in machinima, where people use the real-time engine from a video game to produce their movies, rather than use a slow offline engine.
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