Framebuffer

Object Hierarchy | Related C++ Class: Framebuffer | Supported Parameter List: Framebuffer

Inheritance

    SIObject
       ProjectItem
           Framebuffer

Introduced

6.0

Description

The Framebuffer object controls the file output of a RenderChannel object. It can be created using the Pass.CreateFramebuffer method or the CreateFramebuffer command.

The framebuffer format can be selected from the list of formats provided by the rendering engine selected on the framebuffer's Pass object.

Methods

AddCustomOp | AddScriptedOp | AddScriptedOpFromFile | AnimatedParameters2
BelongsTo | EvaluateAt | GetICEAttributeFromName | GetResolvedPath
IsA | IsAnimated2 | IsClassOf | IsEqualTo
IsKindOf | IsLocked | IsSelected | LockOwners
SetAsSelected | SetCapabilityFlag | SetLock | TaggedParameters
UnSetLock |  |  |

Properties

Application | BitDepths | BranchFlag | Capabilities
Categories | DataTypes | Families | Formats
FullName | Help | ICEAttributes | LockLevel
LockMasters | LockType | Model | Name
NestedObjects | ObjectID | Origin | OriginPath
Owners | Parameters | Parent | Parent3DObject
PPGLayout | RenderChannel | Selected | Type

Examples

JScript Example

    /*
       This example demonstrates how to list all framebuffers from
       all passes and the resolved paths they point to.
    */

    function ListPasses()
    {
       var ePass = new Enumerator( ActiveProject.ActiveScene.Passes );
       for( ; !ePass.atEnd(); ePass.moveNext() )
       {
           var oPass = ePass.item();

           Application.LogMessage( "Pass '"  + oPass.Name + "': " );

           var eFramebuffer = new Enumerator( oPass.Framebuffers );
           for( ; !eFramebuffer.atEnd(); eFramebuffer.moveNext() )
           {
              var oFramebuffer = eFramebuffer.item();
              Application.LogMessage( "Framebuffer '" + oFramebuffer.Name + "' writes to '" +
                  oFramebuffer.GetResolvedPath( "" ) + "'" );
           }
       }
    }

    NewScene( null, false );
    var oScene = ActiveProject.ActiveScene;
    var oNewPass = oScene.PassContainer.AddPass( null, "" );
    var oDiffuseBuffer = oNewPass.CreateFramebuffer( "Diffuse" );
    oDiffuseBuffer.FileName = "diffuse.[Frame #4]";

    ListPasses( );

    // Expected results:
    // INFO : Pass 'Default_Pass':
    // INFO : Framebuffer 'Main' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\Default_Pass_Main.#.pic'
    // INFO : Pass 'Pass':
    // INFO : Framebuffer 'Main' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\Pass_Main.#.pic'
    // INFO : Framebuffer 'Diffuse' writes to '<factory_path>\Data\XSI_SAMPLES\Render_Pictures\diffuse.####.pic'

See Also

RenderChannel | FramebufferCollection | SceneRenderProperty | Pass

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