Rendering is a time consuming and computer intensive process, whereby the 3d software calculates how each pixel will look in the final output. It analyses all settings and information with regards to the 3d camera, models, textures and lights to determine how these values combine together to produce a final image. It takes all these factors into account for each and every frame, that’s usually 25 frames per second of animation.
Because this procedure involves so much processing power, it is common to set up render farms – so that numerous machines are networked together in a way that the calculations can be shared between multiple processors. This dramatically reduces the time required
to complete a project render, and can retain the main computer free for further work. Because render farms cost so much to build, there are numerous companies offering this service at a rental cost for projects that require fast results.
There are often ways in which render times can be reduced without noticeably affecting the production quality, such as reducing the sharpness of shadows in the distance or baking lighting effects into a static objects texture. These kind of tricks are essential for hitting tight deadlines and save costs when using render farms companies too.
Another useful trick during this stage of production is to utilise separate render passes, providing more flexibility with the finished composition of the project. There are a wide range of passes that can be separated from the final image, such as specular highlights, shadow layers or depth passes. For example, you could adjust the colour of the highlights, whilst making the shadows less opaque and adding more blur to the background objects without the need to re-render the scene. Compositing render passes together may slightly increase render times and labour costs, but will improve the finished look of the animation due to the extra flexibility to adjust individual components of each scene.
Either way, completed frames should always be checked during the rendering process, as it is not uncommon for problems to occur. These usually occurs in more complex scenes where conflicting or corrupt code within the file causes unexpected results. There is also the possibility of human error or oversight, as screen previews may not always display the issue, and therefore certain problems are difficult to predict. This could include a camera clipping the surface of a 3d model or unsightly shadows from objects out of shot. Unlike film production, where you can see potential issues through the lens, these render problems are often unknown until compositing the rendered frames together. Luckily, the problematic frames can be fixed and re-rendered, without the need to render the whole project again.