Relevant to Blender v2.31

Outputs an image file, based on the input from a 'Camera' block.

TipMultiple views

You can have as many camera blocks and/or render blocks within the same XML, to save out the same view, with different output settings, or several different views (cameras) at various resolutions, with different backgrounds.

<render camera_name = "Camera" AA_passes = "2" AA_minsamples = "2" AA_pixelwidth = "1.500000" AA_threshold = "0.040000"
        raydepth = "5" bias = "0.300000" gamma = "1.000000" exposure = "0.000000" background_name="background>
        <outfile value="C:\yablex\texture sample\texture sample.tga"/> <save_alpha value="on" />

There are several ways to use these two parameters. You can set 'AA_minsamples' to a certain number, and set 'AA_passes' to 1, then after a first render pass all pixels which need it will be anti-aliased using the full number of samples set with 'AA_minsamples'. The old method is equivalent to setting 'AA_minsamples' to 1 and 'AA_passes' to the number of samples, then all pixels will be continually checked if they still need extra samples, this is in fact slower for normal raytracing pictures, but can be faster when rendering with hemi- or path-light. However, due to internal limitations this doesn't work well with high sample settings. You can also combine both methods, check pixels every pass and take more samples per pass at the same time, for instance for 16 samples total, you could try setting both AA_passes and AA_minsamples to 4 (4 x 4 = 16).

The range is 1 to 2 (common choices are 1.5 or 2.0), the higher, the better and smoother the AA, but depending on your preference you might find the image to look a bit blurred. A value of 1.0 is equivalent to the old method.

The range is from 0.0 (anti-alias every pixel) to 1.0 (no anti-aliasing).

Since QMC is used, settings with low sample settings like in the example above can produce quite good results nevertheless.

Anti-aliasing is also done on the alpha channel.