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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