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