Output Shader Presets

List of available Output Shader presets. Output shaders operate on images after they are rendered but before they are written to a file. They can perform operations such as filtering, blurring, compositing with other files, and writing to different file formats.

Note See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders.
Preset Shaders
Output\2D_auto_depth_of_field.Preset si_auto_depth_of_field mental ray Shader.

See the Softimage.auto_dof_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_background_color.Preset Background Color

See the Softimage.bg_color_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_background_pic.Preset Background Picture

See the Softimage.bg_pic_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_contour.Preset si_contour mental ray Shader.

See the Softimage.contour_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_depth_cue.Preset 2D Depth Cue

See the Softimage.sib_depth_cue.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_depth_of_field.Preset si_depth_of_field mental ray Shader.

See the Softimage.dof_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_fur.Preset Color Result

See the Softimage.sib_fur.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_glow.Preset oz_p_dglow mental ray Shader.

See the Softimage.DGLOW_OUT.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\2D_halo.Preset Halo Output Shader

See the Softimage.halo_out.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\Flatten_depth.Preset sib_flatten_depth output parameter

See the Softimage.sib_flatten_depth.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\mental images\Lume_Adjustments.Preset Lume Adjustments mental ray Shader.

See the Softimage.Lume_Adjustments.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\mental images\Lume_Glare.Preset Lume_Glare output parameter

See the Softimage.Lume_Glare.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\mental images\mip_Motion_Blur.Preset mip Motionblur mental ray Shader.

See the Softimage.mip_motionblur.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\mental images\mip_Motion_Vector.Preset mip Motion Vector mental ray Shader.

See the Softimage.mip_motion_vector.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example
Output\sib_rendermap_postprocess.Preset Rendermap Post-Processing mental ray Shader.

See the Softimage.sib_rendermap_postprocess.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectOutputShader Example


ConnectOutputShader Example

function ConnectOutputShader( in_preset )
{
        NewScene( null, false );
        Application.ActiveSceneRoot.AddGeometry("Cylinder", "MeshSurface");
        var obj = ActiveProject.ActiveScene.PassContainer.AddPass("Pass", "MyTestPass");
        var oShader = SIApplyShaderToCnxPoint(in_preset, "Passes.MyTestPass.OutputShaderStack", null, false);
        if (!oShader) { return null; }
        return (oShader.Type == "XSICollection") ? oShader(0) : oShader;
}

ConnectOutputShader2 Example

function ConnectOutputShader2( in_preset )
{
        NewScene( null, false );
        var obj = ActiveProject.ActiveScene.PassContainer.AddPass( "Pass", "MyTestNode" );
        SIApplyShaderToCnxPoint(in_preset, "Passes.MyTestNode.OutputShaderStack", null, false);
        var oShaderColl = obj.GetAllShaders();
        return (Application.ClassName(oShaderColl) == "ShaderCollection") 
                ? oShaderColl(0) : oShaderColl;
}