render
Creates a new pass and allows the user to set visibility on
background partition. This is the scripting equivalent of selecting
Render > Pass - Partition > New with the object(s) you want
to add to the partition already selected.
A PARTITION is a division of a pass, which behaves like a group.
Partitions are used to organize scene elements within a pass. There
are only two types of partitions, object and light. Light
partitions can only contain lights, and object partitions can only
contain geometric objects.
Each PASS that you create has at least two partitions, a background
objects partition, which contains most or all of the scene's
objects, and a background lights partition, which contains most or
all of the scene's lights. The objects and lights that appear in
the background partitions depend on how you create the pass. For
example, if you create an empty pass, all of the scene's objects
and lights are placed in the background partitions. Some pass
presets, on the other hand, automatically create partitions
(besides the background partitions) containing the objects that
were selected when you created the pass.
Note: This command uses output
arguments. C# and some scripting languages (such as JScript,
PerlScript and Python) don't support arguments passed by reference
so you need to use the best workaround for your situation:
For scripting languages this command returns an ISIVTCollection which you can
use to get the output arguments.
For C# you can use the XSIApplication.ExecuteCommand
method to call this command. ExecuteCommand packs the output
arguments into a C# System.Object containing an Array of the output arguments (see
Calling
Commands from C#).
CreatePassWithPartition( [PresetObj], [Name], [ParamName], [InputObjs], [Value] ); |
Parameter | Type | Description |
---|---|---|
PresetObj | String or a preset object (see SIGetPreset) | Any of the Pass
Presets
Default Value: "Pass" (default pass) |
Name | String | Name of the new pass.
Default Value: If not specified, the name is automatically generated. |
ParamName | String | Name of the new partition.
Default Value: If not specified, the name is automatically generated. |
InputObjs | String | List of objects to go in
the partition.
Default Value: Selected objects |
Value | Pass | Returns the new pass. |
' ' This example demonstrates how to create a depth pass with ' a partition containing a cone. It also shows how you can ' access partition information from a particular pass. ' ' Create a new scene NewScene , false ' Create a cone to add to one of the partitions Set oCone = GetPrim( "Cone", "MeshSurface" ) ' Create a depth pass with a partition for the cone CreatePassWithPartition InstallationPath( siFactoryPath ) _ & "\Data\DSPresets\Groups\Depth_Pass.Preset", _ "Deep_Pass", "Coney_Island", oCone, oPass ' Print partition info Application.LogMessage "Partitions for " & oPass & ":" Application.LogMessage "--------------------------------" ' Create an XSICollection with the partition info set oParts = CreateObject( "XSI.Collection" ) oParts.SetAsText( "Passes.Deep_Pass.Partitions.*" ) For Each p In oParts Application.LogMessage p Next ' Output of the above script: 'INFO : "Partitions for Passes.Deep_Pass:" 'INFO : "--------------------------------" 'INFO : "Passes.Deep_Pass.Background_Objects_Partition" 'INFO : "Passes.Deep_Pass.Background_Lights_Partition" 'INFO : "Passes.Deep_Pass.Coney_Island" |