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just render as image.
All 3 options checked in the render settings and set to 64(for both)for testing. Also AO only
- Right-click the viewport, choose "Render Settings", and set it up as you want.
- Switch to the Clip Editor and have the scene (non-"work") camera active.
- Stay still in time, and wait for the bottom-right sample counter to loop back to "Sample 1 of X".
- Click "File" > "Export" > "Image...", and save it somewhere with the filename ending in ".png" or such, or alternatively click "File" > "Export" > "Image to Clipboard", open an image editor, paste it, and then save it from there.
This will export what's currently in the viewport (thus why you should wait for it to sample out first), at the resolution set in "File" > "Export" > "Movie...".
The last bit means that to use a resolution beyond 1280x720, you should follow these instructions:
- Right-click Source Filmmaker in your Steam library (in the "Software" or "Installed" categories).
- Choose "Properties" > "General" > "Set Launch Options...".
- Make sure "-sfm_resolution X" is present (without quotes), with X being 720 (the default) for exports up to 1280x720, 1080 for up to 1920x1080, or 2160 for up to 3840x2160.
- Reboot Source Filmmaker (ignore any "window too small" warnings) and load the session.
- Click "File" > "Export" > "Movie...", choose the resolution you want, and click "Cancel".
- Save the session and reload the session (to avoid a possible crash).
- Follow the above instructions to export it as an image.
- Optionally change the "movie" resolution back to 1280x720 and save the session.
- Change the "-sfm_resolution X" launch option to have 720 as the number, as higher values can impact performance a lot while working on sessions. (You can also just remove it, but if you keep it in with the value set to 720, it'll be easier/faster to change it to 1080 or 2160 again in the future.)
It may sound like a lot, but that's only because it takes many words to explain few things.
Also, l thought Posters are the way to go when it comes to SFM, l thought most of the arts l seen were made using the poster export. So posters should never be used especially for an inexperienced one like me?
Thanks for your assistance though! It's appreciated, l'll try it tomorrow
"Poster" exports should never be done, regardless of how much experience one has. However, "poster" exports will suffice in some cases, though "image" exports will still be equal/better in most cases.
At least now l know more about my tools
l guess now my option is to remove the launch option l mentioned above yes?
Thank you wholeheartedly!
That slider for the lights, l had them on high as it seems and when my friend zeroed them, they saw the difference
l wanted to see if this is true from you
l prefer whatever l see in the Motion editor to be in the final result(final render)
While a flash light would have a near zero radius, a large fire should have a generous radius to stop it casting unrealistically sharp shadows.
Similarly, lights representing reflected light off a wall or floor should generally have a high radius, because the ambient lighting from these sources should be more diffuse.
This is never possible unless you're exporting in awful quality and ignoring several of the effects in SFM. The motion editor never samples, so you cannot use effects like depth of field, motion blur, light radius or anti-aliasing.
You need to go to a paused clip editor (and the scene camera) to get SFM to get the progressive refinement to kick in and show you the final result of the scene.
As you have to switch between modes to test and edit the effect, it does mean that some effects can be a bit of a case of trial and error, but you do get a sense for it quite fast.
Again, a light's "radius" can be compared to a camera's depth of field settings, except without a focal distance. The result of a light having a "radius" is that an object's shadow can get blurrier the farther away it is from whatever it's casting a shadow onto.
(This is also the case in real life; If you hold a hand close to a wall, you may see the shape of the fingers clearly on the shadow, but the shadow may get blurrier the farther away from the wall the hand is. This is also why you can have a sharp shadow outside in bright sunlight, but almost no noticeable shadow at all if it's very cloudy (as the clouds, to my limited understanding, basically spread the light around more evenly).)
Don't prefer that. For any sort of indicative preview, you would cut the performance down to roughly an 8th (12.5%) of what it normally would be, and for a reasonable preview, you would cut the performance down to roughly a 32nd (3.125%) of what it normally would be. That's not nice. Edit: To clarify, no, you can not enable sampling outside of the specific instances I mentioned earlier.
Or if you're talking about that you don't want sampling to occur in final exports, that's easily toggle-off-able, but will look much worse.
l thank you both for your very helpful and detailed explanations!