Rasterize

Bake shapes, geometry, or fields into a flat image that lives in the scene.

What it does

Rasterize bakes a shape, 3D geometry, a field, or a volume slice into a flat image that lives in the scene as real data.

The result is a first-class value that wires onward: back into itself for trails and feedback loops, into filters, or through a content-space transform like any other image. Two output modes. Raster bakes to an image, held as data and not placed in the scene. Sprite bakes the same image and places it in the 3D scene as a textured card, either a camera-facing billboard or a fixed card that can be tilted.

When to use it

ParameterTypeDefault
inputOneOf([FieldOf(Color), FieldOf(Volume), Field, CollectionOf(Crc), Collection])
modeString"Raster"
face_cameraBooleantrue
cameraOneOf([Camera3D])
planeOneOf([Transform])
projectionString"First"
samplesNumber1
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

Gotchas

For 3D content, the shared Live/Baked capture setting controls whether the bake is live or frozen. Live re-captures every frame as the camera orbits, for composing. Baked freezes a single static image, the one to feed a feedback loop or a filter chain that should not jitter every frame.

Switching Mode between Raster and Sprite changes the output type a downstream wire expects, so a wire built for a Raster output needs reconnecting after a flip to Sprite, and the reverse.

The slice Plane applies to field or volume input only. Wire a Transform and drag its gizmo to choose where the slice falls. Flat shapes and geometry ignore it. Samples above 1 samples a thickness of the field around the plane, using the projection mode, instead of a single flat cut; the slab's thickness is the plane's own scale along its normal.

Depth and normal passes are not offered here. Rasterize only ever sees a single input, and those passes only make sense for a full 3D scene. Use the Render node for scene-wide depth and normal output.

Worked example

  1. Wire a shape, some geometry, or a field into Rasterize's input.

  2. Leave Mode on Raster for a baked image to feed into a feedback loop or a filter chain.

  3. For 3D content, wire a camera to choose the capture viewpoint, or leave it unwired to auto-frame.

  4. For an instanced sprite, set Mode to Sprite, and toggle Face Camera for a billboard versus a fixed, tiltable card.

  5. To slice a field or volume, wire a Transform into Plane and drag its gizmo to choose the cross-section.

See also

SDF · Volume Render · Channel Field · Rasters (images)