User guide
354
Render
The Render node takes a scene as input and renders images. The first input on this node is the scene to render.
Additional inputs are dependency connections, which are used to track dependencies between passes when
rendering on the cue. Each Render node is intended to be a single invocation of RenderMan or other renderer.
The Render node is really only used to track cue settings, product names and which previously defined output passes
are to be used. To set up passes, use RenderOutputDefine. To change render settings (like the active camera) use
RenderSettings. To change RenderMan global settings (like pixelSamples), use PrmanGlobalSettings.
Input Information:
• Don't delete the port 'input' on the render node, or the node will become unusable.
• Additional inputs to the Render node are dependency inputs and are only used when generating outline files for
cue rendering.
Control (UI) Default Value Function
passName Render Sets the passName to identify this render node and is
used to build the name of products written from the
Render node.
When the passName is changed, the name of the
Render node is also updated to stay in sync with the
pass name. 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.
lock disabled When enabled, the product information for this
Render node is no longer updated.
This is useful when you're sharing a Render node
between shots and want to use expressions to
reference the original output of the Render node. A
locked Render node cannot be used to HotRender or
render on the cue (because the product it produces is
locked). It can be referenced in expressions with
'getRenderLocation'.
6 NODES R-Z | RENDER