SolidlyDocs
Command line

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 3840x2160

Render one glTF with a transparent background:

solidly render ~/Models/Chair/chair.gltf --output ~/Renders --preset isometric --transparent --format png

Place the camera exactly:

solidly render ~/Models/chair.gltf --output ~/Renders --camera-position 2,1.5,3 --camera-target 0,0,0 --fov 35 --resolution 2400x1600

A 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 1

Output

OptionDescription
--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

OptionDescription
--preset, --view <name>front, back, left, right, top, bottom, or isometric
--fov <degrees>Perspective vertical field of view
--orthographicUse 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

OptionDescription
--dof <true|false>Enable or disable depth of field
--focus-distance <value>Manual focus distance
--aperture <value>Aperture

Background and environment

OptionDescription
--transparentTransparent 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

OptionDescription
--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

OptionDescription
--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.

OptionDescription
--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

OptionDescription
--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.png

For 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.png

Keeping 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.