File namingΒΆ

All rendering processes output image or data file, which location is set by default when you create the pass. The location can be changed in the Pass > File Pattern attribute of the pass.

File name specifiers

The file path of a pass can be a combination of several specifiers, such as the frame number, the pass name, the stereo eye, or any environment variable.

The specifiers are:

  • $f - The frame number without prefixed 0. It will be replaced by 1, 2, 3, ..., 101, 102, 103.
  • $0xf - The frame number with x prefixed 0. "$03f" will be replaced by 001, 002, 003, ..., 102, 103.
  • $e - The eye number, where 1 is the left eye.
  • $E - The eye name (that is "left" or "right").
  • $c - The camera name including prefix
  • $C - The camera name excluding prefix
  • $l - The pass name.
  • $L - The pass name stripped of any reference prefix.
  • $o - The output name (ie. AOVs for RenderPass layers).
  • $n - The parent output node name (ie. RenderLayers for RenderPass).
  • $x - The default file extension.

For instance, let's consider a RenderPass named "render", which contains:

  • render
    • hero
      • Beauty
      • Diffuse
      • Specular
    • set
      • Beauty
      • Diffuse
      • Specular
      • IndDiffuse
      • Reflection

The pass file pattern is "$(IMAGES)/$l_$n_$o.$05f.$x", and the environment variable IMAGES is /tmp/images. The following files are generated at frame 1:

  • /tmp/images/render_hero_Beauty.00001.png
  • /tmp/images/render_hero_Diffuse.00001.png
  • /tmp/images/render_hero_Specular.00001.png
  • /tmp/images/render_set_Beauty.00001.png
  • /tmp/images/render_set_Diffuse.00001.png
  • /tmp/images/render_set_Specular.00001.png
  • /tmp/images/render_set_IndDiffuse.00001.png
  • /tmp/images/render_set_Reflection.00001.png

You can force the specifier to be in lower case by inserting an underscore just after the $ of the specifier (ie. $_o).

Default file naming

The default location is, for each type of pass:

  • RenderPass: $(IMAGES)/$l_$o_$e_$05f.$x
  • CubeMap: $(IMAGES)/$l_$o_$05f.$x
  • Bake2D: $(IMAGES)/$l_$o_$05f.$x
  • Bake3D: $(RENDERTEMP)/$l_$05f.$x
  • BakeSSS: $(RENDERTEMP)/$l_$05f.$x
  • PointBasedGathering: $(RENDERTEMP)/$l_$05f.$x
  • Compositing: $(IMAGES)/$l_$o_$e_$05f.$x
  • PointBasedGathering: $(RENDERTEMP)/$l_$05f.$x
  • ShadowMap: $(RENDERTEMP)/$l_$05f.$x