| Output | Movie | Archive | Pass Shaders
Lets you define output and camera settings for the specified render pass. You can add or delete shaders from its shader stack. You can also define in what order the shaders will be computed as well as edit each one individually.
To display: The Render Manager > Output
Or
Choose Pass > Edit > Edit Current Pass from the Render toolbar.
Or
Set the explorer scope to Passes and click the icon for the Pass node.
Pass Name |
Defines a name for each render pass. |
Pass Renderer |
Specifies which rendering engine to use when rendering the pass: Use Scene Render Options: renders the pass using the renderer defined in the Scene Render Options Property Editor. mental ray: renders the pass using the mental ray renderer, according to the settings defined in the mental ray Render Options Property Editor. Hardware Renderer: renders the scene using a hardware renderer as specified in the Hardware Render Options Property Editor. |
Render Channels Output (Framebuffers)
A framebuffer specifies where and how each channel's image data should be written out. The grid displays the name of the render channel for which the framebuffer is defined and the filename and output format for the rendered frames.
Filename |
Specifies the file name for the frames being rendered. The file name is appended to the scene output path specified in the Scene Render Options Property Editor. Together a fully resolved path is defined for the rendered sequence. You can build the filename using Output Path Templates. |
Format |
Displays the file format and the image bit depth of the rendered sequence. This also determines the file-name extension. Select a format cell and click the Edit... button to modify the image output format. |
Channel |
A render channel is a named description of image data for a given data type. mental ray provides built-in render channels for depth, motion vectors, normal vectors, labels, and pixel coverage. Each channel has a specific data type. By default a “Main” render channel is declared and has a color data type. Activate/deactivate the channels you want to output for your render pass by clicking the first cell in the row. You can add built-in, preset, and any custom channels for the render pass by clicking the Add... button. |
Show Resolved Paths |
Shows the final path and file names of the files to be rendered, after tokens like [Pass] and [Framebuffer] have been replaced by their actual values. |
Add... |
Opens the Create Framebuffer From Render Channel Dialog Box where you can add a new framebuffer for the chosen render channel. |
Edit... |
Opens the Render Channel (Framebuffer) Property Editor for the selected render channel where you can modify the file name and change the output format. |
Remove |
Removes the selected render channel for the pass. You cannot delete the “Main” render channel. |
Pass Frames
[frame source] |
Frame Range: Renders a specified frame range in the sequence as defined by the Start, End, and Step options. Frame Set: Renders a specified set of frames in the sequence as defined by the Set option. Timeline: Renders all frames in the sequence as defined by the scene’s timeline. Use Scene Render Options: Uses the option set in Render Manager > Globals > Scene > Scene Globals. |
Skip Frames — Skip Rendered |
When enabled, rendered frames are not re-rendered. |
Start |
When the frame source is set to Frame Range, this option sets the first frame of the sequence to be rendered. |
End |
When the frame source is set to Frame Range, this option sets the last frame of the sequence to be rendered. |
Step |
When the frame source is set to Frame Range, this option sets the increment between rendered frames. This allows you to skip frames. For example, if you select 4, every fourth frame is rendered. |
Set |
When the frame source is set to Frame Set, this option defines a specific set of frames to be rendered. |
Pass Camera
Camera |
Specifies which camera you want to be active for your render pass. The menu lists all of a scene’s cameras. |
Inspect |
Click the Inspect button to open the Camera Property Editor for the pass camera. |
Pass Output Resolution
Override Scene Render Options |
Activates the output format options for the pass, so that you can override the defaults set for the scene. |
[output formats] |
See the Scene Render Options Property Editor for descriptions of these output formats. |
Update from Camera |
Click the Update from Camera button to copy any related output formats that you may have modified in the Camera property editor for the pass. You can access the Camera property editor by pressing the Inspect button next to Camera. |
Pass Motion Blur Settings
Enable Motion Blur |
Enables motion blur options for the pass. |
Override Scene Render Options |
Activates the motion blur options for the pass, so that you can override the defaults set for the scene. |
[motion blur options] |
See the Scene Render Options Property Editor for descriptions of these motion blur options. |
Pass Field Rendering
Override Scene Render Options |
Activates the field rendering options for the pass, so that you can override the defaults set for the scene. |
[field rendering options] |
See the Scene Render Options Property Editor for descriptions of these field rendering options. |
Pass Crop Window
Enabled |
Activates the crop window options for rendering only a portion of an image. |
Constrain Crop Window To Selection |
When activated, the selection at the start of the render dictates the size of the crop window, so that you can re-render a portion of an image that contains an animated object for example. |
Width |
Sets the width (X resolution) of the crop window. |
Height |
Sets the height (Y resolution) of the crop window. |
Offset X |
Offsets the crop window in X from the lower-left edge of the image. |
Offset Y |
Offsets the crop window in Y from the lower-left edge of the image. |
Selection Rendering
Render Selection Only |
When enabled, only selected objects will be rendered. |
These options allow you to create MXF files, and an AAF master clip that describes them, from your rendered sequences. You can also create .AVI and QuickTime files.
See AAF/MXF Considerations for additional information about using AAF/MXF files generated in XSI with Avid editing applications.
Post-Process Movie Creation
Create |
Activates the options on this page, and tells XSI to create the movie specified by the various settings. The movie file is created immediately after the last frame of the pass is rendered. A separate progress bar is displayed so you can monitor the movie creation progress. |
[format] |
Specifies the file format of the output movie. This can be either AAF, AVI, or QuickTime. Changing the format updates the file extension in the path. |
Codec |
Opens the Video Compression dialog box, from which you can choose a codec for the output movie. |
Write Alpha Channel |
Toggle this option to output the movie file with or without an alpha channel. When activated, and the Format is set to AAF, two MXF files are generated; one for RGB and one for alpha. The AAF master clip contains the information necessary for recombining the tracks. If the sequence was rendered to an image format that doesn’t support alpha channels (.jpg for instance), then the alpha file is not generated, irrespective of the Write Alpha Channel setting. In the case of AVI and QuickTime movies, note that most compressors do not support an alpha channel. |
Filename
Template |
Specifies the file name for the movie files being output. You can build the file name using Output Path Templates. |
Resolved |
Displays the fully resolved file name and output path for the movie file(s). The output path is defined in the Scene Render Options Property Editor. |
Source Frames
Delete After Movie Creation |
When activated, the rendered sequence is deleted if the movie file has been generated successfully. |
AAF Master Clip Settings
These options are only active when the Format is set to AAF.
AAF (Advanced Authoring Format) is a cross-platform, multimedia file format that allows interchange of composition information between AAF-compliant applications. AAF replaces OMFI compositions.
The purpose of the AAF file is to present the media files as a higher-level named clip for the destination application.
Project Name |
The name that will appear with the clip in the Avid application’s Media Tool. It does not have to match the actual project name in the Avid application. |
MXF Media Files
MXF (Material Exchange Format) is an industry-standard container format that encapsulates media and production metadata into a single file. MXF is supported as a common file format in a wide variety of Avid editing applications such as Avid Xpress Pro, Media Composer, Avid DS Nitris, and Avid 3D. MXF files replace OMFI media files.
MXF media files are video files, similar to AVI or QuickTime movies, and can be used on their own. However, they are not directly seen by users but instead are referenced by master clips and managed by an Avid editing application.
Avid Media Drive |
Specifies a valid system drive on which Avid media files are stored. When the AAF and MXF files are created, they are stored on this drive in the Avid MediaFiles > VideoStorage > Avid3D directory. For example, if the drive is set to D: this path will be D:\Avid MediaFiles\VideoStorage\Avid3D. Changing this setting updates the path. |
Compression |
Specifies whether the generated MXF files should be compressed and, if so, the type of compression to use. |
Filename |
Specifies the file name for the mi files being output. You can build the file name using Output Path Templates. |
Resolved |
Displays the fully resolved file name and output path for the mi file(s). The output path is defined in the Scene Render Options Property Editor. |
Scene Archiving
Export all frames to a single archive |
When enabled, only the first frame of the sequence is completely echoed. For subsequent frames, only the difference between the current frame and the last is echoed. When you echo MI2 files incrementally, they are output as a single large file. Because Incremental MI2 files are echoed as a single file, that file’s name tells you which frames were echoed. For example: • If you echo frames 1-10 as myscene.#.mi2, the file name will be myscene.1_10.mi2 • If you specify a Frame Padding and echo frames 1-10 as myscene.###.mi2, the file name will be file myscene.001_010.mi2. • If you set a Step value (N) the text “.stpN” is appended to the filename. Thus if you echo frames 1-10 as myscene.#.mi2, with a step value of 2, the file name will be myscene.1_10.stp2.mi2 • Incremental echo does support frame skipping. If you try to echo an existing sequence of frames, it is skipped entirely. When disabled, each frame is written out to a separate mi archive. |
Add |
Adds a shader to the list by opening a browser. Once you have selected a shader preset, click OK. |
Delete |
Deletes the selected shader. |
Inspect |
Opens the property editor for the selected shader. |
Add |
Adds a shader to the list by opening a browser. Once you have selected a shader preset, click OK. |
Delete |
Deletes the selected shader. |
Inspect |
Opens the property editor for the selected shader. |
Add |
Adds a shader to the list by opening a browser. Once you have selected a shader preset, click OK. |
Delete |
Deletes the selected shader. |
Inspect |
Opens the property editor for the selected shader. |
Lens
Lens |
Allows you to add lens shaders to the pass: • Use Only Camera Lens Shaders does not allow you to specify lens shaders for the pass. The pass uses the lens shaders applied to the camera, if any. In addition, the Lens Shader port does not appear in the render tree for the pass if this option is selected. • Add After Camera Lens Shaders applies the lens shaders you define here after any lens shaders applied to the camera. • Add Before Camera Lens Shaders applies the lens shaders you define here before any lens shaders applied to the camera. • Overwrite Camera Lens Shaders applies the lens shaders you define here instead of any lens shaders applied to the camera. If you don’t add any shaders here, you can effectively remove any camera lens shaders for this pass. |
Add |
Adds a shader to the list by opening a browser. Once you have selected a shader preset, click OK. |
Delete |
Deletes the selected shader. |
Inspect |
Opens the property editor for the selected shader. |
SOFTIMAGE|XSI v.6.01