Render animation
Overview
This Standard is about using previously created elements to prepare and render an animation and should include the set-up of all passes required for compositing. This standard is for you if you render animation.
Performance criteria
You must be able to:
determine requirements that will affect your work by analysing
briefs, components, scene files, technical and production
parameters
- identify and use the software that is most appropriate to the
production
- undertake test renders at appropriate times to determine the
length of time required for rendering and check for errors
- establish the render settings that gain the required appearance
and create sufficient flexibility for compositing
apply render settings that enable the required degree of realism
prioritise renders in accordance with production priorities
calculate render times and storage space required to meet
production requirements
- respond to feedback in a positive way, making refinements as
needed
- remain flexible and adaptable to new directions, creative
requirements and technical developments on an ongoing basis
Knowledge and Understanding
You need to know and understand:
the creative style, overall concept and level of animation required
for the production
- the technical requirements of the project, such as the aspect ratio,
frame-rate, format, film, image resolution and colour space
- production constraints, schedule, production and editing pipeline,
budget, equipment and software available
the rendering requirements for the production
the intended appearance and required degree of realism of the
finished image you are working on
- the computer processing power and storage space available for
rendering
- factors affecting render speed, such as size of texture map, ray
and reflection depth, global illumination, ambient occlusion, antialiasing, blurry reflections or area shadows
- rendering techniques, such as: ray tracing, texture mapping to
define the colour, texture and reflectance of objects and
environments, exposure depth of field to alter the sense of depth
or focus on objects and environments, toon rendering and stereo
rendering
- use of z-buffering techniques to simulate a sense of perspective
to describe the distance between objects and environments
how creative blurring and transforms give the appearance of liveaction
how to save and duplicate render settings across multiple files
surface properties and how shading models can be applied to
represent variations in different materials
- how to exploit the possibilities of the animation software you are
using