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Re: render in image parameter explanation



can anyone expand on what the various options do in in the input settings of the "render in image" node?

I can't find an explanation in the docs anywhere. I'm trying to optimise my patch and tweaking different
render resolutions and settings.


which settings should I use for highest quality / slowest rendering and lowest quality / fastest rendering?

how much of a performance hit do you get( texture memory and processing) from using nested render in image nodes? should I try
and minimise how many I use?

Yes, each Render in Image means a pBuffer allocated in VRAM that has a 32 bits RGBA buffer along with a 24 bits depth buffer.


The only settings that would really matter to you are:
- image dimensions: obvious :)
- filtering mode: defines how the image is filtered when zoomed-in or zoomed-out when used as a texture on an object (like a sprite)


Regarding dimensions, 0x0 means same dimensions as the composition rendering destination. This is great if you intend the display the resulting image at full composition output size, but otherwise, it might be a waste of VRAM. If you just want to generate a texture for a little rotating cube, a texture of the size of 256x256 (doesn't have to be power-of-two though) might be enough and look great.

If you want to explore all the settings, just connect with a render- in-image patch to a texturing matrix with scaling set to 0.5, then to a sprite. Try changing the 2D texture target and repeating mode settings then observe :)

________________________________________________________
Pierre-Olivier Latour                            email@hidden
Quartz Composer Architect                Graphics & Imaging Team

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References: 
 >render in image parameter explanation (From: Roger Bolton <email@hidden>)



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