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Render with OpenGLOpenGL is a set of standards for high-performance processing of 2D and 3D graphics on the graphics processing unit (GPU) for a wide variety of applications. For After Effects users, OpenGL provides fast rendering for previews and final output by moving rendering from the CPU to the GPU on the display card. Sometimes, performance improvements due to processing on the GPU are referred to as hardware acceleration. To use OpenGL in After Effects, you’ll need a display card that supports OpenGL 2.0 and has Shader support and support for NPOT (Non Power of Two) textures. 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 display card meets the OpenGL requirements, and then enables or disables OpenGL as appropriate. For information regarding specific OpenGL hardware, go to the After Effects section of the Adobe website. Important: Because not all features of a composition
can be rendered with OpenGL—and because some features that can be
rendered with OpenGL are rendered with different results—you may
only want to use OpenGL rendering to accelerate previews and to
provide faster rendering for non-final results.
For information about rendering for previews with OpenGL, see Preview modes. Note: 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. (See Memory & Multiprocessing preferences.)
OpenGL in After Effects can render the following features:
Important: Use caution when enabling the OpenGL renderer
in a network rendering environment. Inconsistencies may arise if
differences exist in the sets of features that the OpenGL cards
in the network support.
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. |