> For the complete documentation index, see [llms.txt](https://docs.colormass.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.colormass.com/building-blocks/integrations-and-plugins/blender-addon/rendering.md).

# Rendering

The platform renders every template with Cycles and the same fixed render settings. The addon can set Blender up the same way, so a scene looks in Blender the way it will look on the platform. The goal is the same settings, not identical pixels: renders on both sides stay close but aren't matched pixel for pixel.

## Render Like the Platform

**Properties ▸ Render ▸ colormass** tells you whether your scene renders with the platform's settings, and how many settings differ.

![The colormass panel in the Render properties](https://content.gitbook.com/content/v3R7xjvJcsIFNxg1zMmq/blobs/I39CG9E1jIeJAlivwHgp/images/render-panel.png)

Click **Render Like the Platform** to see which settings would change. Nothing changes until you click **Apply**.

![The Render Like the Platform dialog](https://content.gitbook.com/content/v3R7xjvJcsIFNxg1zMmq/blobs/gcMdMnz3whCmttRo0de6/images/render-like-platform.png)

What the addon sets:

* **Cycles on the GPU.** If no GPU is set up under Preferences ▸ System ▸ Cycles Render Devices, the dialog tells you.
* **Light paths:** 32 bounces of every kind, and indirect light clamped at 10.
* **Sampling:** adaptive sampling with an automatic noise threshold, the light tree, and the Tabulated Sobol pattern.
* **Film:** transparent background and glass, and a Blackman-Harris pixel filter of 1.5 pixels.
* **Denoising:** OpenImageDenoise with albedo and normal passes.
* **Colour management:** the Standard view transform, no look, and no curves or white balance. Khronos PBR Neutral stays, since the platform has it too.
* **Materials:** emission sampling Front and Back for all materials, and Displacement Only for materials with displacement.
* **Point and spot lights:** Soft Falloff off, since the platform's point lights are spheres.

## Render settings from the template editor

When you send (see [*Scenes*](/building-blocks/integrations-and-plugins/blender-addon/scenes.md)*)* a template to Blender that has a Render node, a Post Process node or a camera, Blender shows which settings would change and asks before changing them:

![Render settings sent from the template editor](https://content.gitbook.com/content/v3R7xjvJcsIFNxg1zMmq/blobs/BEjY4w8rj141g2eeGQla/images/sent-render-settings.png)

Besides the platform's render settings, these come from the template:

* **Resolution and exposure** of the camera. If more than one camera arrives, choose which one the scene takes them from.
* **Samples and resolution percentage** of the Render node.
* **Tone mapping, exposure and white balance** of the Post Process node, which is what the platform's renders use. Without a Post Process node, the camera's tone mapping is used.

## Tone mapping

Only some of the platform's tone mappings exist in Blender, and the other way round:

| Platform    | Blender view transform |
| ----------- | ---------------------- |
| Linear      | Standard               |
| PBR Neutral | Khronos PBR Neutral    |

The platform's other tone mappings, such as Filmic, have no Blender counterpart. Blender's AgX and Filmic have none on the platform, so the tone mapping stays as it is when you upload a scene that uses them.

## Uploading render settings

When you [upload](/building-blocks/integrations-and-plugins/blender-addon/scenes.md#upload-several-objects-or-a-whole-scene) a scene with **Render settings** checked, the dialog lists everything the platform renders differently from your scene:

* A view transform, look, curves, white balance or display device the platform doesn't have.
* Compositing nodes, which the platform doesn't use.
* Shadow catcher and holdout objects.
* Bokeh blades or ratio on the camera.
* How many render settings differ. **Render Like the Platform** lists them.
