compositor_render_components
Renders image components needed for later compositing and manipulation. Used together with the other compositing commands to make changes to the look of rendered output without the need to re-render. Iray Photoreal mode is used for rendering to ensure sufficient Light Path Expression functionality is available. Keep in mind that this command can generate an extreme amount of image data if all options are used.
arguments
- "allow_texturing" : Boolean (default: false)
If true, additional UV data is output to allow textured material manipulation.
- "canvases_per_pass" : Uint32 (default: 20)
The maximum number of canvases to render in a single pass. Iray internally is limited to 20, however in some cases, with complex composites it may be beneficial to reduce this further to decrease pre-processing time.
- "composite_name" : String
Name to identify the composite for later use by other compositing commands. Should be unique, if the specified composite already exists it will be overwritten.
- "directory_name" : String (default: "composites")
If save_to_disk is enabled then specifies the path relative to content_root where the composite data will be stored.
- "elements" : Compositor_element[] (default: Interface[](
Array of Compositor_element objects that define which instances or handles to generate separate image data for, which scattering events to separate (if any) and whether to separate the direct and indirect lighting components. If no scattering events are specified then all contributions from the element are rendered together. When scattering events are specified each event will generate an image and if a subset of scattering events are specified a residual image with the remaining contributions will also be generated.
- "lights" : String[] (default: Interface[](
Array of light instance names to enable manipulation on. If also using the elements parameter note that each separate light needs its own set of separated elements so this can multiply the number of images produced very quickly. If this parameter is not provided then all light contributions are rendered together in the residual and elements.
- "lights_are_handles" : Boolean (default: false)
If true, light instance names will be interpreted as existing handle attributes instead of light instance names.
- "render_context_timeout" : Float32 (default: 20)
Timeout for render context, set large enough to transfer results to the database.
- "save_to_disk" : Boolean (default: true)
If true, saves all image data to disk so that it can be persisted between runs of RealityServer. When false, all image data is created in memory only and will be lost whenRealityServer is next restarted or the composite is removed.
- "scene_name" : String
Name of the scene to be rendered.
- "storage_scope" : String (default: null)
If provided the textures, images and attribute container containing the composite information will be stored in this scope instead of the scope the command is run in.
- "texture_space" : Uint32 (default: 0)
Which UV texture coordinate space to use.
return value
MapInformation on the generated components in a structure suitable for agumenting and passing to the compositing commands. A property, operation_template is also returned containing map with the full structure of items available for modifying with no content. This template should be used when adding tints or textures to objects and tints to lights.