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