Rendering animations
Note: You need Ultra Fractal 
Animation Edition
 to render animations.
To create a final version of a fractal 
animation
, you have to render it to disk. This works the same as 
rendering images
, except that the Render to Disk dialog shows additional options that are specific to 
animations.
  To render the animation in an open 
fractal window
 to disk, click Render to Disk on the 
Fractal menu.
The Render to Disk dialog opens. Here, you can specify a file and 
file format
 for the animation. You 
can either render the animation to an AVI movie, or to a sequence of bitmap images in any format. 
It is recommended to render to a sequence of images for final renders. When you later want to 
compress these to a single movie (for example in MPEG format) with programs such as 
VirtualDub
, it 
is much less time consuming to experiment with different compression settings.
Apart from the regular settings such as the desired size and resolution and the 
anti aliasing
 settings, 
the dialog also provides specific settings for animations. You can select which frames you want to 
render: the entire animation, the current frame, or a consecutive range of frames. When you are 
rendering to a sequence of images, you can optionally offset the frame number of the generated 
images. This is useful if you are dividing a long animation into several parts that are rendered 
individually. To get help on a control, click the ? button in the title bar, and then click the control.
You can also apply motion blur to the rendered animation. The motion blur feature examines the 
amount of movement in each frame and blurs it accordingly, like a film camera would. This makes 
the movement in animations more natural and convincing.
Click OK to start rendering the animation. This will create a new render job that starts calculating the 
image in the background. Render jobs can be monitored and managed in the Render to Disk tool 
window. See 
Render jobs
.
Notes
G     
It is recommended to use both anti aliasing and motion blur when rendering animations to 
reduce the amount of jumping and flickering pixels.
G     
Motion blur is calculated directly from the coordinate movement that occurs when the fractal 
is zoomed or rotated, and therefore it is efficient to calculate and fairly accurate. The 
downside is that it only works with zooming, panning, rotating, and so on, and not with 
movements that are the result of changes to other parameters.
G     
Motion blur needs extra memory and temporary disk space, and because of this there is a 
limit to the maximum size of the image that does not normally apply to disk rendering. For 
example, a 1024x768 image takes 24 MB and a 4096x4096 image takes 512 MB of RAM.
Next: 
Rendering parameter files
See Also
Animation
248






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