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 |
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; } |
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; } |