


When enabled, the asset information for this Render node is no longer updated. This is a parameter rather than just using the node name itself so you can have more control over this node names must be unique within a Node Graph, while passName can be duplicated among different Render nodes if you need to for some reason. When the passName is changed, the name of the Render node is also updated to stay in sync with the pass name. Sets the passName to identify this render node and is used to build the name of assets written from the Render node. The scene that you want to render out as an image. Additional inputs to the Render node are dependency inputs and are only used when generating outline files for rendering.Īdd numbered input ports (i1, i2, i3) by pressing in the node.Don't delete the port 'input' on the render node, or the node becomes unusable.To change RenderMan global settings (like pixelSamples), use PrmanGlobalSettings.

To change render settings (like the active camera) use RenderSettings. To set up passes, use RenderOutputDefine. The Render node is really only used to track render settings, asset names, and which previously defined output passes are to be used. Each Render node is intended to be a single invocation of RenderMan or another renderer. Additional inputs are dependency connections, which are used to track dependencies between passes. The first input on this node is the scene to render. The Render node takes a scene as input and renders images.
