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Nodes · 3D

Render3D

3Dv1core

Overview

Renders a 3D scene into the comp: point scene/camera at your 3D branch and a Camera3D, and the CG composites over the bg input as a premultiplied element. aux adds depth/N/P/id channels.

How to

How-to

  1. Name the scene branch and the camera; set the format; wire a bg to comp over.
  2. mode = uv renders texture space; aux adds data layers; lightgroups splits the beauty per light.

Inputs

InputWhat it takes
bga clean background to reveal (optional — without one the node estimates it and says so)

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
slotInt0The internal channel this render publishes on. Auto-assigned — leave it.
format_widthInt1920Render width in pixels.
format_heightInt1080Render height in pixels.
sceneTextThe NAME of the 3D node to render — usually your Camera3D or the top Merge3D. Everything upstream of it is in the scene.
cameraTextThe NAME of the Camera3D to render through. Empty = auto-frame the scene.
modeChoicecameracamera = render the scene through a camera. uv = UV-stabilize: the tracked model's texture-space view of its plate — the surface frozen, so downstream paint/clone lands on a non-moving target. In uv mode set tracker; scene/camera/bg are ignored. camerauv
trackerTextuv mode: the NAME of the BS_GeoTracker to stabilize. Its baked track is the pose, its geo input the mesh, its src input the plate — run ▶ Track on it first.
atlas_resInt1024uv mode: the square texture-space output resolution. Confidence rides in alpha (facing × visibility × in-frame), exactly like the built texture.
auxChoicenoneExtra channels beside rgba: depth (camera-space distance), or full = depth + N + P + object id. Data-grade — never filtered or colour-managed. nonedepthfull
lightgroupsBoolfalsePublish a lightgroup.<light> layer per scene light — each light's isolated contribution, gradeable downstream (regrade the key without touching the fill). The layers sum to the beauty. Costs one extra render per light; capped at 8.
samplesChoice1How many sub-steps the effect integrates over. More is smoother and slower. 14816
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also

  • The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.
  • Unreal — How to get Unreal's pixels into the comp, live or rendered.