## RenderAllPasses

### Description

Render all passes in the scene
A render pass creates a picture layer of a scene that can be composited with any other passes to create a complete image.

### Scripting Syntax

    RenderAllPasses( [Passes], [StartFrame], [EndFrame], [StepFrame], [Verbose] );

### Parameters

Parameter | Type | Description
--- | --- | ---
Passes | String | Passes to render Default Value: all passes
StartFrame | Number | Start frame for the rendering Default Value: Pass Settings
EndFrame | Number | End frame for the rendering Default Value: Pass Settings
StepFrame | Number | Frame step increment for the rendering Default Value: Pass Settings
Verbose | siRenderVerbosity | Force progress report output on or off, or use values from the renderer's options Default Value: siRenderVerbosityDefault

### Examples

#### VBScript Example

    '
    '       This example creates a cone with some animation on it and then renders
    '       all passes frame by frame.
    '
    ' Create a new scene
    NewScene , false
    ' 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", 100
    SetValue "PlayControl.Current", 100
    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", _
            5
    ' Render all passes frame by frame
    RenderAllPasses

### See Also

RenderPasses RenderPassesFrameSet RenderSelectedPasses GetCurrentPass SetCurrentPass DeleteCurrentPass