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After Effects CS3  |  Go to CS4 Help

Render with OpenGL

OpenGL is a set of standards for high-performance processing of 2D and 3D graphics for a wide variety of applications. For After Effects users, OpenGL provides fast, high-quality rendering for previews and final output by moving rendering from the CPU to the OpenGL hardware (GPU).

To use OpenGL in After Effects, you’ll need an OpenGL card that supports OpenGL 2.0 and has Shader support and support for NPOT (Non Power of Two) textures.

Note: After Effects provides limited support for OpenGL 1.5 on Macintosh computers with PowerPC processors.

Feature support in After Effects is dependent on the OpenGL hardware; contact the hardware manufacturer for details. When you first start After Effects, it attempts to determine if your OpenGL card meets the requirements, and then enables or disables OpenGL as appropriate.

For information regarding specific OpenGL hardware, visit the After Effects section of the Adobe website at www.adobe.com/go/learn_ae_openglsupport.

OpenGL in After Effects supports the following features:

  • Shadows, except point light shadows (Colored shadows appear gray.)

  • Lights (eight maximum)

  • Masks

  • Alpha channels

  • Track mattes

  • Intersecting layers

  • Transformations for 2D and 3D layers

  • GPU-accelerated effects, including Alpha Levels, Bevel Alpha, Box Blur, Brightness & Contrast, Channel Blur, Color Balance, Color Balance (HLS), Curves, Directional Blur, Drop Shadow, Fast Blur, Find Edges, Gaussian Blur, Hue/Saturation, Invert, Noise, Radial Blur, Ramp, Sharpen, and Tint.

  • All blending modes except Dissolve and Dancing Dissolve

  • Metal property settings for 3D layers

  • Cone feather settings for light layers

  • 2D motion blur

  • Adjustment layers

  • Anti-aliasing

Important: Use caution when enabling the OpenGL renderer in a network rendering environment. Inconsistencies may arise if the sets of features supported by the OpenGL cards in the network aren’t the same.

When OpenGL does not support a feature, it simply renders without using that feature. For example, if your layers contain shadows and your OpenGL hardware does not support shadows, the output will not contain shadows.

  • To enable OpenGL for rendering final output, click the underlined text next to Render Settings in the Render Queue panel, and select Use OpenGL Renderer.
  • To enable OpenGL for rendering previews, choose Edit > Preferences > Previews (Windows) or After Effects > Preferences > Previews (Mac OS), and select Enable OpenGL.
  • To see what features your OpenGL card supports, choose Edit > Preferences > Previews (Windows) or After Effects > Preferences > Previews (Mac OS), and click OpenGL Info.
  • To modify the amount of texture memory, choose Edit > Preferences > Previews (Windows) or After Effects > Preferences > Previews (Mac OS), click OpenGL Info, and enter a value for Texture Memory of no more than 80% of the installed video RAM (VRAM) on your video card.
    Note: Mac OS provides the total amount of Texture Memory available on the display card in the OpenGL Info panel; Windows does not.



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Todd_Kopriva said on Jun 23, 2008 at 9:47 AM :
You cannot use the Render Multiple Frames Simultaneously multiprocessing feature while also using OpenGL to render RAM previews or render for final output. The Render Multiple Frames Simultaneously feature works by using background processes on multiple CPU processor cores to render frames. OpenGL processing uses the GPU.

 

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