## SICreateEmptyPartition

### Description

Creates a new empty partition of the specified type (either object or light) and inspects it. This is the scripting equivalent of deselecting everything in the scene and then selecting Pass - Partition > New from the Render menu.
Note: After creating an empty partition, you can add items to it, but CreatePartition and SICreatePartition command already performs both tasks simultaneously.
A partition is a division of a pass and behaves like a group. Partitions are used to organize scene elements within a pass. There are only two types of partitions, object and light. A render pass creates a picture layer of a scene that can be composited with any other passes to create a complete image.
Note: This command uses output arguments. C# and some scripting languages (such as JScript, PerlScript and Python) don't support arguments passed by reference so you need to use the best workaround for your situation:
For scripting languages this command returns an ISIVTCollection which you can use to get the output arguments.
For C# you can use the XSIApplication.ExecuteCommand method to call this command. ExecuteCommand packs the output arguments into a C# System.Object containing an Array of the output arguments (see Calling Commands from C#).

### Scripting Syntax

    SICreateEmptyPartition( [Target], [Name], [Type], [Value] );

### Parameters

Parameter | Type | Description
--- | --- | ---
Target | String | Pass to add the partition to. Default Value: Selected pass, or current pass
Name | String | Name of the new partition. Default Value: "Partition"
Type | siPartitionType | Type of the partition to create. Default Value: siObjectPartition
Value | XSICollection containing a Group object | Returns the new partition.

### Examples

#### VBScript Example

    '

    '	This example demonstrates how to create an empty partition

    '	and then add an object to it. It also shows how you can

    '	access partition information from a particular pass.

    '

    ' Create a new scene

    NewScene , false

    ' Create a cone to add to one of the partitions

    Set oCone = GetPrim( "Cone", "MeshSurface" )

    ' Create a standard (default) pass

    CreatePass , "PassMeBy", oPass

    ' Print partition info for default pass

    getPartInfo oPass

    ' Now add an empty light partition to the pass and add the light to it

    SICreateEmptyPartition oPass, "Sweet_Sorrow", siLightPartition, oLightPart

    AddToPartition oLightPart(0), "Light"

    ' Print new partition info

    getPartInfo oPass

    function getPartInfo( in_pass )

    	Application.LogMessage "Partitions for " & in_pass & ":"

    	Application.LogMessage "--------------------------------"

    	' Create an XSICollection with the partition info

    	set oParts = CreateObject( "XSI.Collection" )

    	oParts.SetAsText in_pass & ".Partitions.*"

    	For Each p In oParts

    		Application.LogMessage p

    	Next

    end function

    ' Output of the above script:

    'INFO : "Partitions for Passes.PassMeBy:"

    'INFO : "--------------------------------"

    'INFO : "Passes.PassMeBy.Background_Objects_Partition"

    'INFO : "Passes.PassMeBy.Background_Lights_Partition"

    '

    'INFO : "Partitions for Passes.PassMeBy:"

    'INFO : "--------------------------------"

    'INFO : "Passes.PassMeBy.Background_Objects_Partition"

    'INFO : "Passes.PassMeBy.Background_Lights_Partition"

    'INFO : "Passes.PassMeBy.Sweet_Sorrow"

### See Also

RenderPasses CreateLayer CreatePartition CreatePass GetCurrentPass SetCurrentPass DeleteCurrentPass SICreateLayer CreateEmptyPartition AddToPartition