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Nodes · Off-shelf

Render3D

Off-shelfv1core

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.

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.
sceneTextString::new(The NAME of the 3D node to render — usually your Camera3D or the top Merge3D. Everything upstream of it is in the scene.
cameraTextString::new(The 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.
trackerTextString::new(uv 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.
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.
samplesChoice1Not documented yet.

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.