v6.0
Renders a set of frames from the specified passes, or the
current pass, if none specified.
A render pass creates a picture layer of a scene that can be
composited with any other passes to create a complete image.
RenderPassesFrameSet( [Passes], FrameSet, [Verbose] ); |
| Parameter | Type | Description |
|---|---|---|
| Passes | String | Passes to render
Default Value: Current pass |
| FrameSet | Number | Start frame for the rendering
Default Value: Render Options |
| 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
' uses the default pass to render out every other frame.
'
' Create a new scene with only 6 frames
NewScene , false
SetValue "PlayControl.Out", 6
' 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", 6
SetValue "PlayControl.Current", 6
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", _
6
' Render frames 2, 4 and 7 to 9 from the default pass
RenderPassesFrameSet , "2,4,7-9"
|
RenderPasses RenderPassesFrameSet RenderAllPasses RenderSelectedPasses CreatePass GetCurrentPass SetCurrentPass DeleteCurrentPass