This is a checklist. Before rendering an animation, go through it to reduce the chance of wasting a whole night and ending up with unusable results.
This checklist comes from CG Boost Launchpad tutorial, Chapter 15 “01_rendering_the_car_animation”
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Outliner
- Check which objects should render / should not render (e.g. particle system source objects, emitters, particle panel slots)
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Properties Editor
- Render tab
- Check whether features are enabled (e.g. depth of field, motion blur)
- Motion blur: check samples
- Film: overscan (prevent missing shadows at the edges of the image)
- Color management: contrast
- Output tab
- Resolution
- Start frame, end frame
- FPS
- Output path and naming
- Output format, color, bit depth, compression
- Render tab
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After rendering
- Check frame sequence; if there are errors, replace the corresponding frames
- If volumetrics intersect badly, change Render -> Volumes -> Distribution
Below are some notes I took while watching this tutorial. There isn’t much, so I didn’t create a separate post.
(This tutorial is fairly basic. I mainly watched it to fill gaps, so my notes are mostly small tricks.)
- Hover the mouse over a value/color and you can use
Ctrl C/Ctrl Vto copy/paste values/colors without entering edit mode. - On a picker with an eyedropper icon, press
Eto activate the eyedropper without clicking it. - For
G/S/R: pressX/Y/Zonce to constrain to an axis; twice to toggle between global/local axis constraints; three times to clear constraints. - Hold
Altwhile changing a value/toggle to apply the change to multiple selected objects. Ctrl+ click can extrude continuously toward the cursor.- In camera view, select the camera, press
G, then clickMiddle Mouseto push/pull the camera along its own Z axis.
Also recommended: AlanBeckerTutorials - 12 principles of animation