Render all passes in the scene
A render pass creates a picture layer of a scene that can be
composited with any other passes to create a complete image.
RenderAllPasses( [Passes], [StartFrame], [EndFrame], [StepFrame], [Verbose] ); |
Parameter | Type | Description |
---|---|---|
Passes | String | Passes to render
Default Value: all passes |
StartFrame | Number | Start frame for the rendering
Default Value: Pass Settings |
EndFrame | Number | End frame for the rendering
Default Value: Pass Settings |
StepFrame | Number | Frame step increment for the rendering
Default Value: Pass Settings |
Verbose | siRenderVerbosity | Force progress report output on or off, or use values from the
renderer's options
Default Value: siRenderVerbosityDefault |
' ' This example creates a cone with some animation on it and then renders ' all passes frame by frame. ' ' Create a new scene NewScene , false ' Add a cone with some animation Set oCone = CreatePrim( "Cone", "MeshSurface" ) SaveKey oCone & ".kine.local.posx," _ & oCone & ".kine.local.posy," _ & oCone & ".kine.local.posz", _ 1 SetValue "PlayControl.Key", 100 SetValue "PlayControl.Current", 100 Translate oCone, _ 6.94824213992454, _ 2.46082959410157, _ -0.246082959410157, _ siRelative, _ siView, _ siObj, _ siXYZ SaveKey oCone & ".kine.local.posx," _ & oCone & ".kine.local.posy," _ & oCone & ".kine.local.posz", _ 5 ' Render all passes frame by frame RenderAllPasses |
RenderPasses RenderPassesFrameSet RenderSelectedPasses GetCurrentPass SetCurrentPass DeleteCurrentPass