region is highlighted, everything after the insertion point is
rendered. By positioning the insertion point at the beginning of a
track and unsetting all in/out points, the entire track is rendered.
-But you also have the choice to render \textit{one frame}.
+But you also have the choice to render \textit{one frame}. Reminder,
+\CGG{} does not do remuxing without rendering - see \nameref{sec:transcode}.
\section{Single File Rendering}%
\label{sec:single_file_rendering}
\CGG{} supports image sequences with both decoding and encoding.
-\CGG{} by default uses ffmpeg as encoding/decoding engine but we can disable it to have the specific internal engine available. See \nameref{sec:ffmpeg_early_probe_explanation} on how to switch between engines. With the internal engine we can create and load sequences of OpenEXR; PNG; TIFF; TGA; GIF; PPM and JPEG. With ffmpeg we can create and load DPX sequences or create a custom preset for any kind of image. Using these formats results in great timeline efficiency and high video quality at the cost of taking up a lot of space because they are uncompressed (or with lossless compression).
+\CGG{} by default uses ffmpeg as encoding/decoding engine but we can disable it to have the specific internal engine available. See \nameref{sec:ffmpeg_early_probe_explanation} on how to switch between engines. With the internal engine we can create and load sequences of OpenEXR; PNG; TIFF; TGA; GIF; PPM and JPEG. There is also support for DPX sequences, but only in read and without rendering presets. With ffmpeg we can create and load DPX sequences or create a custom preset for any kind of image. Using these formats results in great timeline efficiency and high video quality at the cost of taking up a lot of space because they are uncompressed (or with lossless compression).
By rendering, you will get as many still images as there are frames in the project, plus a \textit{file-list} (or \textit{TOC}) that indexes the images. A good practice is to create a folder to contain the images (for example \texttt{/tmp/img\_seq/}) and then open the rendering window in \CGG{} and set a serial and increasing number as the name (for example: \texttt{/tmp/img\_seq/image \%05d.png}). \textit{image} is a generic name chosen at will; $\%$ creates a progressive sequence of distinct images; $05d$ indicates how many digits the image number will be, in this case 5 digits to go from $00000$ to $99999$.
Once we have our folder of images, if we want to import it in a project just load the file-list, which includes the link to all the files of the sequence.
To learn more about using and creating a preset with ffmpeg of an image sequence, see \nameref{sec:ffmpeg_image2_streams} and/or \nameref{sec:image_sequence_creation}.
sets the point where background rendering starts up to the position
of the insertion point. If any video exists, a red bar appears in
the time ruler showing what has been background rendered
-(figure~\ref{fig:back-ren02}).
+(figure~\ref{fig:back-ren02}). Because this creates a very large number
+of files, a Shell Command script is available to delete them if in the
+default location.
\begin{figure}[htpb] \centering
\includegraphics[width=1.0\linewidth]{back-ren02.png}
created, ls commands will not work in the background rendering
directory. The browse button for this option normally will not work
either, but the configuration button for this option works. The
- default value will be /tmp/brender .
+ default value will be /tmp/brender . Because using background
+ rendering creates a voluminous number of brender numbered files,
+ a Shell Command script is available to delete them if they are
+ in the default /tmp/brender format.
\item[File format] The file format for background rendering has to
be a sequence of images. The format of the image sequences
determines the quality and speed of playback. JPEG generally works