RenderPassΒΆ
class RenderPass
The basic render pass to render an image
Hierarchy
class RenderPass < class Shader < class Pass < class HostNode < class Settings < class RenderFileOut < class Node < class RenderOutput < class SelectableNode
Members
types.string | BackupProjectFileName | RW | The backup Guerilla project to be saved when generating RIB files |
nil | ExMattes | RW | The connection to the excluded (to matte) SceneGraphNodes |
nil | ExVisibles | RW | The connection to the excluded (to visible) SceneGraphNodes |
types.enum | LayerMode | RW | The mode of the RenderPass, "Normal", "BakeST", "CubeMap", "Bake3d", "BakeSSS", "PointBasedGathering" |
nil | Mattes | RW | The connection to the matted SceneGraphNodes |
types.enum | MovieCodec | RW | The codec type for the movie |
types.bool | MovieCreate | RW | Should the RenderPass render a movie after a sequence |
types.int | MovieFrameRate | RW | The movie frame rate, in frames per seconds |
types.int | MovieQuality | RW | The movie quality, 100 for maximum quality |
nil | RenderPassCamera | RW | The connection to the rendering camera |
nil | Visibles | RW | The connection to the visible SceneGraphNodes |
| getlayerlinking | ( ) | Get a list of the directly connected primitives. |
| layerlink | (
|
Manage the layer connection between the layer and the layer/layer output, for both the Visible and the Matte connections. Note that a matted object must be also visible. |
Inherited from class Shader
| addnode | (
|
add a node into a shader by its filename |
| getinputsdef | ( ) | Get the definition of the shader inputs |
| getoutput | (
|
Get the first shader output node of the given type in the shader. If no outputclass is given, looks for "ShaderNodeOutputLight" in a light shader, "ShaderNodeOutputCompo" in a compositing, or "ShaderNodeSurface" otherwise. |
Inherited from class Pass
types.bool | Disabled | RW | Disables the rendering of this layer when true |
types.bool | NextTime | RW | Render the render pass next time, whatever its solo and Disable states |
types.enum | PassValidity | RW | How should the Pass be scheduled (per frame, per sequence, manually) |
types.bool | Solo | RW | Is the Pass in the solo mode ? |
| evalfilename | (
|
Evaluate the output file name of the Pass |
| fillrenderpasstemplate | (
|
Fill a property sheet template |
| isrenderable | ( ) | Returns true if the render pass will be rendered by the next render command according to the PassValidity, the Disabled and the Solo plugs. |
Inherited from class HostNode
types.string | HostPath | RW | The data archive to read HostPlugs value when baked |
| deleteinheritedattr | (
|
Delete an inherited attribute plug from the node |
| overrideinheritedattr | (
|
Override the attribute |
| setinheritedattr | (
|
Set the inheritance status of the attribute |
Inherited from class RenderFileOut
nil | RenderPassFileIn | R | Connection to ShaderNodeFileIns |
Inherited from class Node
string | Name | RW | The node name |
| belongstoreference | (
|
Tells if the node belongs to the reference, or a sub reference |
| delete | ( ) | Delete a node |
| eval | (
|
Called by the framework when plug (a node's plug) must be evaluated |
| findchild | (
|
Find a child node or plug using a path |
| findparent | (
|
Find the first parent Node of this Node of a specific class |
| getchild | (
|
Get a child node by its name |
| getname | ( ) | Get the Node name in its parent |
| getparent | ( ) | Get the parent Node of this Node |
| getpath | ( ) | Returns the node path as a string that can be reused with findchild |
| getreference | ( ) | Returns the reference node it is connected to |
| getreferences | (
[
|
Returns the references in the document sorted depth first. |
| getstringcopy | ( ) | Return a copy of the node and its content as a string to be pasted |
| iseditable | ( ) | Indicates if the node can be edited by the user in the UI |
| ismoveable | ( ) | Tells if the node can be moved |
| isparent | (
|
Tells if this node is parent of the potential child |
| isreference | ( ) | Tells if a node comes from a reference project |
| isselected | ( ) | Tell if the node is selected |
| loadfile | (
|
load a file content in this node. |
| loadtemplate | (
|
load a template file |
| move | (
|
Move a node to a new parent |
| onpathchanged | ( ) | Called by the framework when the name of this node or of one of its parent is modified |
| pastestringcopy | (
|
Paste a string copy into this node |
| rename | (
|
Rename a node |
| savefile | (
|
load a node to a file |
| seteditable | (
|
Change the editable state of the node |
| setflags | ( ) | Set the node flags |
Inherited from class RenderOutput
string | FileName | RW | The user file name for this pass |
string | PassFileName | RW | The final pass file name, depending on FileName |
Inherited from class SelectableNode
boolean | Selected | R | True if the node is selected. Don't use this plug directly to select a node, use the Document's modifier select method. |
Documentation
The backup Guerilla project to be saved when generating RIB files
The connection to the excluded (to matte) SceneGraphNodes
The connection to the excluded (to visible) SceneGraphNodes
The mode of the RenderPass, "Normal", "BakeST", "CubeMap", "Bake3d", "BakeSSS", "PointBasedGathering"
The connection to the matted SceneGraphNodes
The codec type for the movie
Should the RenderPass render a movie after a sequence
The movie frame rate, in frames per seconds
The movie quality, 100 for maximum quality
The connection to the rendering camera
The connection to the visible SceneGraphNodes
Get a list of the directly connected primitives.
Example :
local layerlinking = MyLayer:getlayerlinking ()
-- show layer connections
for primitive, state in pairs (layerlinking) do
print (MyLayer:getpath () .. " --> " .. primitive:getpath () .. " Visible:" .. (state.Visible and "yes" or "no") .. " Matte:" .. (state.Matte and "yes" or "no"))
end
connections the list of connections
Manage the layer connection between the layer and the layer/layer output, for both the Visible and the Matte connections. Note that a matted object must be also visible.
layeroroutput the RenderPass or LayerOut to manage connection withvisible Connects or disconnects the Visible connectionmatte Connects or disconnects the Matte connectionexvisible Connects or disconnects the Exclude Visible connectionexmatte Connects or disconnects the Exclude Matte connection