blender-render-compositing
Render and compositing
Probe devices before selecting Cycles GPU. Honor an explicit CPU fallback; never claim GPU rendering from engine selection alone. Configure resolution, samples, transparency, view transform/look, exposure and required view-layer passes before rendering.
Use reusable shader node groups and semantic texture connections. Bake only meshes with an active UV layer and approved output root, then pack required image dependencies and make paths relative before standalone delivery. Reopen the packed .blend in an independent directory.
Build the named compositor chain without deleting unrelated nodes; inspect links after configuration. Use the version-2 extended receipt for EXR, USD and Alembic so the legacy export receipt remains compatible. Verify each artifact exists, is non-empty and reopens or imports within the format's supported scope. Device, pass and format availability are runtime facts, not Add-on metadata assumptions.
For long animation delivery, prefer RENDER_ANIMATION_FRAMES over direct MP4 export. It binds PNG or multilayer EXR frames to the submitted .blend snapshot, records every frame hash, and supports explicit missing-frame recovery. Configure a File Output node only inside the approved output root. Reusable VSE looks belong in a compositor node group consumed by a COMPOSITOR strip modifier. Final MP4 composition is a separate COMPOSE_VIDEO job so encoding changes do not rerender 3D frames.
什么时候使用(When to Use)
配置 Eevee/Cycles、渲染通道、色彩管理、材质烘焙、依赖打包、合成节点或扩展格式交付时使用。
输入与前置条件(Prerequisites)
- 明确引擎、设备回退、分辨率、采样、色彩设置、通道、帧范围和输出根目录。
- 烘焙对象必须有活动 UV;长动画使用不可变快照与后台帧序列。