Rasterizing

Bake shapes, geometry, or a field into a flat image that lives in the scene — ready to feed feedback loops, filters, and content-space transforms.

The render.rasterize node takes whatever you wire in — Analytic shapes, 3D geometry, splats, or a colour field — and renders it into a raster image. That image becomes ordinary data in your scene, so you can blur it, transform it, or loop it back into itself. Think of it as "freeze this look into pixels, then keep working with the pixels."

Why bake to a raster

Some of the most fun effects only become possible once your content is an image:

The baked image lives in the scene exactly like a loaded image does — see Rasters (images).

2D vs 3D content

Rasterize handles both, and picks the right approach for you:

Feed a 3D mesh straight in and the conversion stays on the GPU, so a sphere or imported model bakes cleanly. If you see a 3D object vanish on bake, check that it's reaching Rasterize as real geometry and not already flattened to loose points upstream.

Raster or sprite

The mode control decides what comes out:

Rasterize bakes exactly one sprite. To scatter many copies, feed it into the utility.iterator (object → Rasterize (Sprite) → Iterator → many instances). For the bigger picture on points-as-textures versus continuously re-baked 3D looks, see Sprites, impostors & billboards.

The output type changes with the mode, so a wire built for a raster will correctly flag as needing reconnection if you switch to Sprite. Just re-wire it.

ParameterTypeDefault
inputOneOf([FieldOf(Color), CollectionOf(Crc), Collection])
modeString"Raster"
face_cameraBooleantrue
cameraOneOf([Camera3D])
resolution_modeString"Canvas"
res_widthNumber1024
res_heightNumber1024
res_scaleNumber1
paddingNumber0
fit_paddingNumber0
supersampleString"1×"
formatString"16-bit float"
premultiplyBooleantrue
color_spaceString"Linear"
backgroundString"Transparent"
background_colorColorrgba(0.00, 0.00, 0.00, 1.00)
reprojectString"Live"
bake_frameNumber0
strengthNumber1

Rasterize vs the Render node

Rasterize is a single-input content converter — point one piece of content at it and get an image back. The full The render node is the scene-wide renderer, with lights, materials, and extra output passes like depth and normals. If you want those passes, reach for Render; Rasterize deliberately keeps to one clean image so it doesn't half-duplicate the renderer.

See also