solidly render
solidly render <file-or-folder> [options]
solidly -r <file-or-folder> [options]Renders one image per model using the same renderer the application uses, with no window and no user interaction.
Examples
Render every supported model under a folder from the front:
solidly render ~/Models --output ~/Renders --preset front --resolution 3840x2160Render one glTF with a transparent background:
solidly render ~/Models/Chair/chair.gltf --output ~/Renders --preset isometric --transparent --format pngPlace the camera exactly:
solidly render ~/Models/chair.gltf --output ~/Renders --camera-position 2,1.5,3 --camera-target 0,0,0 --fov 35 --resolution 2400x1600A complete production invocation:
solidly -r ~/Models/Chair/chair.gltf -o ~/Renders --resolution 3840x2160 --preset isometric --anti-aliasing 4 --tone-mapping pbr-neutral --light-direction 0.25,-1,-0.4 --light-color '#ffffff' --light-intensity 2.2 --ambient-sky-color '#ffffff' --ambient-ground-color '#8c8c8c' --ambient-intensity 0.35 --bloom true --bloom-intensity 0.15 --exposure 0.5 --contrast 1 --saturation 1 --gamma 1Output
| Option | Description |
|---|---|
--output, -o <folder> | Output folder. Defaults to the current directory |
--resolution <WIDTHxHEIGHT> | Output dimensions, for example 1920x1080 |
--width <pixels> | Width, when not using --resolution |
--height <pixels> | Height, when not using --resolution |
--format <format> | png, jpg, heic, or tiff |
--transparent cannot be combined with --format jpg, since JPEG has no alpha channel.
Camera
| Option | Description |
|---|---|
--preset, --view <name> | front, back, left, right, top, bottom, or isometric |
--fov <degrees> | Perspective vertical field of view |
--orthographic | Use an orthographic camera |
--ortho-height <value> | Orthographic vertical size, in normalized scene units |
--camera-position <x,y,z> | Exact camera position |
--camera-target <x,y,z> | Exact look-at target |
--camera-yaw <degrees> | Orbit camera yaw |
--camera-pitch <degrees> | Orbit camera pitch |
--camera-distance <value> | Orbit camera distance |
--camera-index <index> | Use an authored camera by zero-based index instead of an orbit camera |
--padding <value> | Auto-fit padding |
--near <distance> | Manual near clipping plane |
--far <distance> | Manual far clipping plane |
Depth of field
| Option | Description |
|---|---|
--dof <true|false> | Enable or disable depth of field |
--focus-distance <value> | Manual focus distance |
--aperture <value> | Aperture |
Background and environment
| Option | Description |
|---|---|
--transparent | Transparent background, with the skybox disabled |
--background <#RRGGBB> | Solid background colour |
--skybox <name|off> | Enable a named environment, or off |
--image-based-lighting <true|false> | Light the model with the environment image |
Lighting
| Option | Description |
|---|---|
--light-direction <x,y,z> | Directional light vector |
--light-color <#RRGGBB> | Directional light colour |
--light-intensity <value> | Directional light intensity |
--ambient-sky-color <#RRGGBB> | Ambient sky colour |
--ambient-ground-color <#RRGGBB> | Ambient ground colour |
--ambient-intensity <value> | Ambient light intensity |
Image quality and grading
| Option | Description |
|---|---|
--anti-aliasing <samples> | 1, 2, 4, or 8 |
--post-processing <true|false> | Post-processing master switch |
--dither <true|false> | Output dithering |
--tone-mapping <mode> | linear, reinhard, aces, filmic, or pbr-neutral |
--bloom <true|false> | Bloom master switch |
--bloom-threshold <value> | Bloom brightness threshold |
--bloom-soft-knee <0…1> | Bloom transition softness |
--bloom-intensity <value> | Bloom strength |
--bloom-radius <0…1> | Bloom spread |
--exposure <value> | Colour-grading exposure |
--contrast <value> | Colour-grading contrast |
--saturation <value> | Colour-grading saturation |
--vibrance <value> | Colour-grading vibrance |
--gamma <value> | Colour-grading gamma |
Material features
Each of these switches one contribution on or off, in the same way the Render tab's channel switches do.
| Option | Description |
|---|---|
--normal-maps <true|false> | Normal maps |
--clearcoat <true|false> | Clearcoat materials |
--sheen <true|false> | Sheen materials |
--transmission <true|false> | Transmission materials |
--volume <true|false> | Volume materials |
--iridescence <true|false> | Iridescence materials |
--anisotropy <true|false> | Anisotropy materials |
--specular <true|false> | Specular materials |
--diffuse-transmission <true|false> | Diffuse-transmission materials |
USD and animation
| Option | Description |
|---|---|
--complexity, -c <level> | Subdivision complexity: auto, low, medium, high, or veryhigh |
--payloads <policy> | Payload loading: automatic, all, top-level, or none |
--animation-time <seconds> | Seek the active animation to this time before capturing |
Output file names
For a single file, the name is the model's own with its format appended, followed by the camera preset:
chair-gltf-isometric.pngFor a folder, the name is the model's path relative to the folder, with / replaced by __:
Furniture__Chair__chair-gltf-front.png
Vehicles__Car__car-glb-front.pngKeeping the source format in the name stops a sibling model.usda and model.usdz overwriting each other during one folder render.
Exit status and errors
Each model is rendered independently. A model that fails to load or render is reported on standard error, together with the same load diagnostics the application would show, and the run continues with the next model.
The command exits with a success status when every model rendered, and with a failure status when any did not, after reporting how many failed.