## 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