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title: "Render Setup"
canonical: "https://documentation.chaos.com/space/ARENA/124721628/Render%20Setup"
format: markdown
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This page provides detailed information about the Render Setup window. Overview  The Render Setup window allows you to specify render parameters for still, sequence, or batch rendering.  Set values and parameters are auto-saved and will be used between sessions. UI Path To access the Render Setup window, go to: ||Tools menu|| >  High Quality Render (Shortcut:  Ctrl+R  ) ||Bottom toolbar|| >  Hight Quality Render  button ( ) Render setup Render output  – Specifies the render output - a still or an animation sequence. Still Image Camera Camera enqueue mode  – Sets the mode that specifies how cameras are added to the render queue when the  Add to Queue( )  button is clicked. One  – Adds only the cameras specified in the Camera dropdown to the render queue. Group  – Adds the specified group of cameras from the Camera dropdown list to the render queue. All  – Adds all scene cameras to the render queue. Camera  – Specifies the rendering camera from a list of available scene cameras or the <current camera> position. Scene state  – Specifies a scene state from a list of available scene states to apply when rendering or to use the scene's current state when <chosen scene state>. Camera type  – Specifies the type of camera to be used when rendering a snapshot. Perspective  – Sets the current scene camera to be used to render the snapshot. Cube 6x1  – Sets the use of a Box camera with the cube sides arranged in a single helpful row in generating cubic VR output. Stereo Cube 6x1  – Sets up a Left/Right stereo Box camera with the cube sides arranged in a single row, useful for generating cubic stereo VR output. Spherical  – Sets the use of a spherical camera with independent horizontal ( FOV X ) and vertical ( FOV Y ) FOV selection that is useful for generating latlong images for spherical VR use. Stereo spherical  – Sets the use of a spherical Left/Right stereo camera with independent horizontal ( FOV X ) and vertical ( FOV Y ) FOV selection, which is useful for generating latlong images for spherical VR use. The stereo strength can be adjusted by modifying the  Eye dist  parameter. Orthographic  – Sets the use of an orthographic camera with an  Orthographic width . FOV X  – Specifies the horizontal field-of-view angle. Available only when Camera Type is set to  Spherical  or  Stereo spherical . FOV Y  – Specifies the vertical field-of-view angle. Available only when Camera Type is set to  Spherical  or  Stereo spherical . Eye dist  – Specifies the eye distance for which the stereoscopic image is rendered. Available only when Camera Type is set to  Stereo Cube 6x1  or  Stereo spherical . Focus rotation  – When enabled, the left and right views are rotated so that their focus points coincide at the distance specified by the  Focus Distance  parameter in the  Camera  tab. When disabled, the left and right view directions are parallel to each other. Top/Bottom  – When enabled, the output layout for the views is Top (for the left eye) and Bottom (for the right eye). When disabled, the output layout is set to Left (for the left eye) and Right (for the right eye). Orthographic width  – Specifies the width (in scene units) of the orthographic camera. It controls how much of a scene the camera can see and has the same effect as zooming a perspective camera. Auto-exposure  – When enabled, exposure is automatically calculated. The Set exposure in the camera is ignored. Motion Blur  – Enables the rendering of motion blur for the rendered image, with settings set in the  Camera tab . Resolution Width  – Sets the width of the rendered snapshot in pixels. Height  – Sets the height of the rendered snapshot in pixels. Preset  – Sets the render resolution from several predefined resolutions: <from camera>  – Sets the render resolution from the camera resolution in the  Camera tab . <current resolution>  – Sets the render resolution to the current core render resolution. The current core render resolution can be viewed from the  Rendering status  tag in the status bar. 540p (960x540);  HD 720p (1280x720);  900p (1600x900);  FHD 1080p (1920x1080);  1440p (2560x1440);  UHD 4K (3840x2160);  UHD 8K (7680x4320);  PC Video (640x480);  NTSC (720x486);  PAL (720x576);  1K Super   35 (1024x778);  2K Super 35 (2048x1556);  4K Super 35 (4096x3112);  8K Super 35 (8192x6224);  1K Cinemascope (914x778);  2K Cinemascope (1828x1556);  4K Cinemascope (3656x3112);  8K Cinemascope (3656x3112);  16K Cinemascope (7312x6224);  1K DCP (1024x540);  2K DCP (2048x1080);  4K DCP (4096x2160);  8K DCP (8192x4320);  512 Square (512x512);  1K Square (1024x1024);  2K Square (2048x2048);  4K Square (4096x4096); Aspect  – Sets the aspect of the render resolution. Lock aspect  – When enabled, locks the  Width  value to the  Height  value. When changing the Height value, the Width changes proportionally according to the Aspect value. Render Samples  – Specifies the samples per pixel for refining the image. Quality  – Sets the rendering quality based on four predefined presets: Low  – Sets the rendering quality using the following values: GI  – Off; GI bounces  – 1; Reflection bounces  – 2; Refraction bounces  – 4; Coat  – On; Shading graph  – Off; Noise threshold  – 0.5; Opacity maps(clip)  – Off; Shading graph for glossy/GI  – Off; Medium  – Sets the rendering quality using the following settings: GI  - On; GI bounces  – 2; Reflection bounces  – 2; Refraction bounces  – 8; Coat  – On; Shading graph  – On; Noise threshold  – 0.1; Opacity maps(clip)  – Off; Shading graph for glossy/GI  – Off; High  – Sets the rendering quality using the following settings: GI  – On; GI bounces  – 3; Reflection bounces  – 8; Refraction bounces  – 8; Coat  – On; Shading graph  – On; Noise threshold  – 0.05; Opacity maps(clip)  – On; Shading graph for glossy/GI  – Off; Ultra  – Sets the rendering quality using the following settings: GI  – On; GI bounces  – 4; Reflection bounces  – 15; Refraction bounces  – 15; Coat  – On; Shading graph  – On Noise threshold  – 0.01; Opacity maps(clip)  – On; Shading graph for glossy/GI  – On; Custom  – Sets the rendering quality using the settings from the Render settings tab. Light Cache  – Enables Light Cache when rendering. Keep Desktop Responsive  – When enabled, reduces the effect on other applications while Vantage is rendering. Denoiser  – When enabled, applies denoising to the rendered image. It allows you to choose between the NVIDIA AI denoiser and Intel Open Image Denoise. NVIDIA AI  – Vantage's integration of NVIDIA's AI-based denoising algorithm. The NVIDIA AI denoiser requires an NVIDIA GPU to work. Intel Open Image Denoise  – Vantage's integration of  Intel Open Image Denoise . Only final pass  – Applies the denoiser only during the final pass. This significantly reduces render time when used with a high Sample count. Render Elements Render Elements  – When enabled, outputs render elements for use in compositing software. Specific render elements can be set from the  Setup  button. Separate files  – When enabled, render elements are generated into separate files. When disabled, render elements are stored in a single file.  Note: the  exr file must be specified as an output file. Setup  – Opens the  Render elements selection  dialog. Render elements are not denoised regardless of the Denoiser setting. Output Save PNG alpha  – When enabled, stores the environment in the alpha channel of the . png  file. In the  Save Image  window, a . png  file format must be specified. Output path  – Specifies the output file path where the still image is saved. In the  Save Image  window, a . png ,  .jpeg,  or . exr  file type must be added after the specified file name. e.g  Camera01.png  or  Camera01.exr Memory requirements Pixel buffers  – The amount of additional memory required for the currently set render resolution. Denoiser  – The amount of additional memory required for the denoiser. Light   Cache  – The amount of additional memory required for the Light cache. Approx. GPU memory needed  – Displays an approximation of the additionally needed GPU memory to that shown on the right-hand side of the status bar for the currently set render resolution and settings. If the value is negative, less memory is required than that shown in the status bar. Sequence Camera Start  – Starts rendering of the set Camera and current render settings. The button is disabled if there are cameras in the batch rendering queue. Cancel  – Closes the Render setup dialog. Scene state  – Specifies a scene state from a list of available scene states to apply when rendering or to use the scene's current state when <chosen scene state>. Camera type  – Specifies the type of camera to be used when rendering a snapshot. Perspective  – Sets the current scene camera to be used to render the snapshot. Cube 6x1  – Sets the use of a Box camera with the cube sides arranged in a single row, useful in generating cubic VR output. Stereo Cube 6x1  – Sets up a Left/Right stereo Box camera with the cube sides arranged in a single row, useful for generating cubic stereo VR output. Spherical  – Sets the use of a spherical camera with independent horizontal ( FOV X ) and vertical ( FOV Y)  FOV selection that is useful for generating latlong images for spherical VR use. Stereo spherical  – Sets the use of a spherical Left/Right stereo camera with independent horizontal ( FOV X ) and vertical ( FOV Y ) FOV selection, which is useful for generating latlong images for spherical VR use. The stereo strength can be adjusted by modifying the  Eye dist  parameter. Orthographic  – Sets the use of an orthographic camera with an  Orthographic width . FOV X  – Specifies the horizontal field-of-view angle. Available only when Camera Type is set to  Spherical  or  Stereo spherical . FOV Y  – Specifies the vertical field-of-view angle. Available only when Camera Type is set to  Spherical  or  Stereo spherical . Eye dist  – Specifies the eye distance for which the stereoscopic image is rendered. Available only when Camera Type is set to  Stereo Cube 6x1  or  Stereo spherical . Focus rotation  – When enabled, the left and right views are rotated so that their focus points coincide at the distance specified by the  Focus Distance  parameter in the  Camera  tab. When disabled, the left and right view directions are parallel to each other. Top/Bottom  – When enabled, the output layout for the views is Top (for the left eye) and Bottom (for the right eye). When disabled, the output layout is Left (for the left eye) and Right (for the right eye). Orthographic width  – Specifies the width (in scene units) of the orthographic camera. It controls how much of a scene the camera can see and has the same effect as zooming a perspective camera. Auto-exposure  – When enabled, exposure is automatically calculated for each frame. The Set exposure in the camera is ignored. Motion Blur  – Enables the rendering of motion blur for the rendered image, with settings set in the  Camera tab . Resolution Width  – Sets the width of the rendered snapshot in pixels. Height  – Sets the height of the rendered snapshot in pixels. Preset  – Sets the render resolution from several predefined resolutions: <from editor>  – Sets the render resolution to the forced resolution set in the  Playback settings  of the  Animation editor . <current resolution>  – Sets the render resolution to the current core render resolution. 540p (960x540);  HD 720p (1280x720);  900p (1600x900);  FHD 1080p (1920x1080);  1440p (2560x1440);  UHD 4K (3840x2160);  UHD 8K (7680x4320);  PC Video (640x480);  NTSC (720x486);  PAL (720x576);  1K Super   35 (1024x778);  2K Super 35 (2048x1556);  4K Super 35 (4096x3112);  8K Super 35 (8192x6224);  1K Cinemascope (914x778);  2K Cinemascope (1828x1556);  4K Cinemascope (3656x3112);  8K Cinemascope (3656x3112);  16K Cinemascope (7312x6224);  1K DCP (1024x540);  2K DCP (2048x1080);  4K DCP (4096x2160);  8K DCP (8192x4320);  512 Square (512x512);  1K Square (1024x1024);  2K Square (2048x2048);  4K Square (4096x4096);  Aspect  - Sets the aspect of the render resolution. Lock aspect  – When enabled, locks the  Width  value to the  Height  value. When changing the Height value, the Width changes proportionally according to the Aspect value. Render Samples  – Specifies the samples per pixel for refining the image. Quality  – Sets the rendering quality based on four predefined presets: Low  – Sets the rendering quality using the following values: GI  – Off; GI bounces  – 1; Reflection bounces  – 2; Refraction bounces  – 4; Coat  – On; Shading graph  – Off; Noise threshold  – 0.5; Opacity maps(clip)  – Off; Shading graph for glossy/GI  – Off; Medium  – Sets the rendering quality using the following settings: GI  - On; GI bounces  – 2; Reflection bounces  – 2; Refraction bounces  – 8; Coat  – On; Shading   graph  – On; Noise threshold  – 0.1; Opacity maps(clip)  – Off; Shading graph for glossy/GI  – Off; High  – Sets the rendering quality using the following settings: GI  – On; GI bounces  – 3; Reflection bounces  – 8; Refraction bounces  – 8; Coat  – On; Shading graph  – On; Noise threshold  – 0.05; Opacity maps(clip)  – On; Shading graph for glossy/GI  – Off; Ultra  – Sets the rendering quality using the following settings: GI  – On; GI bounces  – 4; Reflection bounces  – 15; Refraction bounces  – 15; Coat  – On; Shading graph  – On Noise threshold  – 0.01; Opacity maps(clip)  – On; Shading graph for glossy/GI  – On; Custom  – Sets the rendering quality using the settings from the Render settings tab. Light Cache  – Enables Light Cache when rendering. Keep Desktop Responsive  – When enabled, reduces the effect on other applications while Vantage is rendering. Denoiser  – When enabled, applies denoising to the rendered image. It allows you to choose between the NVIDIA AI denoiser and Intel Open Image Denoise. NVIDIA AI  – Vantage's integration of NVIDIA's AI-based denoising algorithm. The NVIDIA AI denoiser requires an NVIDIA GPU to work. Intel Open Image Denoise  – Vantage's integration of  Intel Open Image Denoise . Only final pass  – Applies the denoiser only during the final pass. This significantly reduces render time when used with a high Sample   count. Reduce flickering  – Enables temporal rendering of the NVIDIA AI denoiser. Results and details may be blurry when enabled. Disabling it may increase image sharpness. Available only when Denoiser is set to  NVIDIA AI . Reduce flickering  – Enables temporal rendering of the AI denoiser. Results and details may be blurry when enabled. Disabling it may increase image sharpness. Render Elements Render Elements  – When enabled, outputs render elements for use in compositing software. Specific render elements can be set from the  Setup  button. Separate files  – When enabled, render elements are generated into separate files. When disabled, render elements are stored in a single file.  Note:  the exr file must be specified as an output file. Setup  – Opens the  Render elements selection  dialog. Render elements are not denoised regardless of the Denoiser setting. Output Frame range First frame  – Specifies the first frame of the animation sequence. Last frame  – Specifies the last frame of the animation sequence. Interval  – Specifies the frame output at regular intervals. 1 renders every frame of the animation, while, for example, 5 renders every 5th frame. FPS  – Specifies the frames per second for the animation. Custom frames Specify custom frame  – Specifies custom frames and/or frame ranges to render. Example: 1, 5, 7-25, 50-100. Output file type  – Specifies the file type for the rendered sequence. Image  – The Output of the animation is an image   sequence. In the  Save Image  window, you can specify either a .png or .exr file format for the image sequence. Image + MP4  – Output of the animation is an image sequence and an . mp4  file. In the  Save Image  window, you can specify either a .png or .exr file format for the image sequence. Image + MKV  – Output of the animation is an image sequence and an . mkv  file. In the  Save Image  window, you can specify either a .png or .exr file format for the image sequence. MP4  – Output of the animation is an . mp4  file. MKV  – Output of the animation is an . mkv  file. Video Quality  – Specifies a preset for the  quality of .mp4/.mkv files . Not available when the  Output file type  is  Image . Low; Medium; High; Save PNG alpha  – When enabled, stores the environment in the alpha channel of the . png  file. In the  Save Image  window, a . png  file format must be specified. Output path  – Specifies the output file path where the still image is saved. In the  Save Image  window, a . png  or . exr  file type must be added after the specified file name: e.g  Camera01.png  or  Camera01.exr  Set values and parameters are auto-saved and will be used between sessions. Memory requirements Pixel buffers  – The amount of additional memory required for the currently set render resolution. Denoiser  – The amount of additional memory required for the denoiser. Light   Cache  – The amount of additional memory required for the Light cache. Approx. GPU memory needed  – Displays an approximation of the additionally needed GPU memory to that shown on the right-hand side of the status bar for the currently set render resolution and settings. If the value is negative, less memory is required than that shown in the status bar. Start  – Starts rendering of the set Camera and current render settings. The button is disabled if there are cameras in the batch rendering queue. Cancel   – Closes the  Render setup  dialog. Render Queue Adds a camera/animation sequence item with the current settings to the render queue. Clears the render queue. A toggle that enables/disables the rendering of the camera/animation sequence in the render queue. Name of render queue item. Loads the camera/animation sequence settings to the Render setup dialog. Overwrites the camera/animation sequence settings from the Render setup dialog. Removes the camera/animation sequence from the render queue. Thumbnail of the render camera. Camera type. Render resolution. Selected scene state. Frame range of the animation sequence. FPS of animation sequence.