Rasterizing

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

The Rasterize node takes whatever is wired in, Analytic shapes, 3D geometry, splats, a colour field or a volume, and renders it into a raster image. That image becomes ordinary data in the scene, so it can be blurred, transformed, or looped back into itself.

Why bake to a raster

The baked image lives in the scene exactly as a loaded image does. See Rasters (images).

2D and 3D content

Flat 2D content, meaning Analytic shapes, text and drawn paths, bakes to fit the canvas with no camera needed. 3D content is captured through a camera: wire a Viewport Camera into the camera input to choose the viewpoint, or leave it unconnected and the content is auto-framed.

Feeding a 3D mesh straight in keeps the conversion on the GPU, so a sphere or an imported model bakes cleanly. If a 3D object vanishes on bake, check that it reaches Rasterize as real geometry rather than already flattened to loose points upstream.

Slicing a field or a volume

A field or volume has no flat image of its own, so wire a Transform into the plane input and drag it to slice one out. projection decides what the slab contributes: First takes the flat slice, Max gives a maximum-intensity projection, and Min, Average and Sum do what they say. The slab's thickness is the plane Transform's own scale along its normal, so scale the gizmo to thicken it, and samples is how many times that thickness is read: 1 for a flat slice, more for a smoother projection. Both controls appear only once a plane is wired.

Pixel format and size

resolution_mode is Canvas by default, so the bake matches the canvas. Custom takes res_width and res_height, Scale a multiple of the canvas, and Fit Content sizes to what is fed in.

format matters more than it looks. It is 16-bit float, and it needs to stay float for the feedback and accumulation loops above: an 8-bit bake clips at white and quantises every pass. supersample renders at 2× or 4× and downsamples for clean edges. background is Transparent unless you set it to Solid.

Raster or sprite

The mode control decides what comes out.

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

The output type changes with the mode: Raster produces a field, Sprite a collection of points. An existing wire keeps working, because a points-to-field adapter splices in automatically. The downstream node sees an image either way, so watch for a conversion you did not intend rather than a broken wire.

ParameterTypeDefaultWhat it does
inputColor Field or Volume or Field or Primitives or CollectionContent to rasterize into pixels — shapes, geometry, a field, or a volume (slice it with a plane)
modeString"Raster"Raster: bake to a raster (data). Sprite: place the bake as a textured sprite in the 3D scene. One of: Raster, Sprite.
face_cameraBooleantrueOn: the sprite faces the camera (billboard). Off: a fixed-orientation quad you can tilt.
cameraCamera3DCamera for capturing 3D content (optional; flat 2D content ignores it)
planeTransformSlice plane for a field/volume — wire a Transform3D and drag to slice
projectionString"First"Field slice: First (flat), Max (MIP), Min, Average, Sum over the slab. One of: First, Max, Min, Average, Sum.
samplesNumber1Slab depth samples (1 = flat slice; more = smoother projection)
resolution_modeString"Canvas"How the baked raster's pixel size is chosen. One of: Canvas, Custom, Scale, Fit Content.
res_widthNumber1024Baked width in pixels
res_heightNumber1024Baked height in pixels
res_scaleNumber1Multiple of the canvas size
paddingNumber0Transparent bleed added around the content (px)
fit_paddingNumber03D auto-frame margin as a fraction of the content size
supersampleString"1×"Render at N× then downsample for clean edges. One of: 1×, 2×, 4×.
formatString"16-bit float"Pixel format / bit depth. Float = HDR (needed for feedback / accumulation). One of: 8-bit, 16-bit float, 32-bit float.
premultiplyBooleantrueStore premultiplied alpha
color_spaceString"Linear"How baked pixel values are encoded. One of: Linear, sRGB.
backgroundString"Transparent"What fills pixels not covered by content. One of: Transparent, Solid.
background_colorColorrgba(0.00, 0.00, 0.00, 1.00)Solid background fill color
reprojectString"Live"Live: re-bake every change. Baked: render once and freeze. One of: Live, Baked.
bake_frameNumber0Frame stamp for the baked capture — change it to re-bake
strengthNumber1Effect strength / wet-dry (0 = no effect, 1 = full). Editable, wirable, keyframable.

Rasterize and the Render node

Rasterize is a single-input content converter: point one piece of content at it and get an image back. The render node is the scene-wide renderer, with lights, materials, and extra output passes like depth and normals. Use Render when you need those passes. Rasterize deliberately keeps to one clean image rather than half-duplicating the renderer.

See also