## Pass Presets

Pass presets are stored in the Data\DSPresets\Groups folder under XSI's factory location.

Note | All of these presets can be used with the CreatePass, CreatePassWithPartition, and SICreatePass commands.

Preset | Passes
--- | ---
Ambient_Diffuse_Pass | Pass containing all of a scene's ambient and diffuse information
Ambient_Pass | Pass containing all of a scene's ambient color.
Caustic_Pass | Pass of all of the scene's caustic effects.
Default_New_Pass | Empty pass with empty object and light partitions. Use this option to build a pass from "scratch"
Depth_Pass | Pass of the entire scene's depth information. Also called a Z-pass, this type of pass contains depth information for objects based on the distance from the camera.
Diffuse_Pass | Pass containing all of a scene's diffuse color.
Global_Illumination_Pass | Pass of all of the scene's global illumination effects.
Glow_Pass | Pass of every selected objects' glow property.
Highlight_Pass | Pass containing the highlight of the entire scene. A highlight pass (sometimes called specular) contains all of a scene's specular highlights or hotspots.
Isolate_Matte_Pass | Matte pass of the selected objects. Each matte object is isolated from non-matte objects, meaning that a matte is generated for areas of matte objects that are overlapped by non-matte objects.
Lens_Flare_Pass | Flare pass for the selected camera or light. A lens flare partition is created for the light(s) that create the flare. Flare properties are applied to the partition and the render pass camera.
Pass | See Default_New_Pass
Reflection_Pass | Pass containing every selected object's reflections
Refraction_Pass | Pass containing every selected object's refractions
RGBA_Matte_Pass | Matte pass of the selected objects. This type of pass is regularly used to composite overlapping objects. Background objects and lights are not rendered but matte objects are rendered with their original RGB settings.
Selective_Shadow_Pass | Shadow pass that includes only shadows projected on the selected objects.
Shadow_Pass | Shadow pass of the entire scene. Rendering a shadow on its own and being able to composite it back in the final render allows you to edit a shadow's blur, intensity, and color without any additional rendering.
Toon | Pass in which scene objects are rendered using the Toon Paint and Host material shader. If additional inking is needed, you can apply the Toon Ink Lens shader to the camera.
Volumic_Pass | Volume pass for each selected object in your scene.
White_Matte_Pass | Matte pass with a constant white RGBA channel of selected objects. This type of pass is regularly used to composite overlapping objects. The white matte pass renders matte objects in white, while background objects and lights are rendered black.