Object Hierarchy | Related C++ Class: Framebuffer
Framebuffer
v6.0
The Framebuffer object controls the file output of a RenderChannel object. It can be created
using the Pass.CreateFramebuffer method or
the CreateFramebuffer
command.
The framebuffer format can be selected from the list of formats
provided by the rendering engine selected on the framebuffer's
Pass object.
/* This example demonstrates how to list all framebuffers from all passes and the resolved paths they point to. */ function ListPasses() { var ePass = new Enumerator( ActiveProject.ActiveScene.Passes ); for( ; !ePass.atEnd(); ePass.moveNext() ) { var oPass = ePass.item(); Application.LogMessage( "Pass '" + oPass.Name + "': " ); var eFramebuffer = new Enumerator( oPass.Framebuffers ); for( ; !eFramebuffer.atEnd(); eFramebuffer.moveNext() ) { var oFramebuffer = eFramebuffer.item(); Application.LogMessage( "Framebuffer '" + oFramebuffer.Name + "' writes to '" + oFramebuffer.GetResolvedPath( "" ) + "'" ); } } } NewScene( null, false ); var oScene = ActiveProject.ActiveScene; var oNewPass = oScene.PassContainer.AddPass( null, "" ); var oDiffuseBuffer = oNewPass.CreateFramebuffer( "Diffuse" ); oDiffuseBuffer.FileName = "diffuse.[Frame #4]"; ListPasses( ); // Expected results: // INFO : Pass 'Default_Pass': // INFO : Framebuffer 'Main' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\Default_Pass_Main.#.pic' // INFO : Pass 'Pass': // INFO : Framebuffer 'Main' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\Pass_Main.#.pic' // INFO : Framebuffer 'Diffuse' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\diffuse.####.pic' |