Pass
 
 
 

Pass

Object Hierarchy | Related C++ Class: Pass

Inheritance

SIObject

ProjectItem

SceneItem

Pass

Description

A render pass creates a picture layer of a scene that can be composited with any other passes to create a complete image. Passes also allow you to quickly re-render a single layer without re-rendering the entire scene. Later you can composite the rendered passes using Softimage Illusion, the fully-integrated compositing and effects toolset, or another compositing tool of your choice.

Each scene can contain as many render passes as you need. When you first create a scene in Softimage, it has a single pass named Default_pass. This is a "beauty pass" that is set to render every element of the scene--you can render a single beauty pass or you can render separate passes. Also, you can use preset passes such as matte, shadow, toon, and highlight, or you can create your own passes.

Methods

AddCustomOp AddCustomProperty AddICEAttribute AddMaterial
AddProperty AddScriptedOp AddScriptedOpFromFile AnimatedParameters2
ApplyEnvelope BelongsTo operator CreateFramebuffer CreatePartition
EvaluateAt GetAllShaders GetICEAttributeFromName GetLocalPropertyFromName
GetLocalPropertyFromName2 GetPropertyFromName GetPropertyFromName2 GetResolvedArchivePath
IsA IsAnimated2 IsClassOf operator IsEqualTo operator
IsKindOf IsLocked operator IsSelected operator LockOwners
RemoveICEAttribute SetAsSelected operator SetCapabilityFlag operator SetLock
SetMaterial TaggedParameters UnSetLock  
       

Properties

AllImageClips Application BranchFlag operator Capabilities operator
Categories Envelopes EvaluationID Families operator
Framebuffers operator Frames operator FullName operator Help
HierarchicalEvaluationID ICEAttributes LocalProperties LockLevel operator
LockMasters operator LockType operator Material Model
Name operator NestedObjects ObjectID Origin
OriginPath Owners PPGLayout operator Parameters operator
Parent Parent3DObject Partitions operator Properties
Renderer Selected operator Type operator  
       

See Also

Scene.ActivePass PassCollection Framebuffer