Using Renderpasses in XSI
By Adam Sale





Each pass has its own set of render options. This is the first time saving area you'll find in utilizing passes. Normally if a camera is locked down in a particular shot, it becomes economical to isolate the background of the scene into its own pass. This way you could set your render options to render out a single frame of the background even if the scene is 4 seconds in length. By negating the background from all subsequent passes, your renders will be quicker, and the file sizes of the successive passes will probably be smaller.
*** When working with numerous passes, it becomes advantageous to set all pass render options through scripting for speed purposes. Simple wildcards (*) can be enormous timesavers when applying repetitive commands to similar object properties


For the background_objects_partition of the BG_PASS toggle off its renderability and visibility.
Click on the BG_PASS icon (triangle, sphere an cube) Click on the environment tab and click the add button. Load an environment night shader and tweak itto look like a starfield. (You can use the settings I used by clicking here. ) Once you're satisfied with the shader, your first pass is done. You've hidden all of the scene objects and have created a backdrop for the rest of the shot. Its pretty drab looking, not lively enough, so we'll add in another pass, this time a particle pass that is meant to simulate the various gases you'd find in the regions of our solar system.

Click on edit > new pass > empty.
Name the pass GAS_CLOUD_PASS. The first thing you notice when you create a new pass is that everything you've hidden in other passes, reappears for the newly created pass. That's because each time you make a new pass, you're also creating that passes own background lights partition and background objects partition. In essence, treating each pass like its own scene

For this pass, we'll create a particle cloud by switching to the simulate tab and clicking Simulate>create >particles> from disc. Adjust the particle settings to create a cloud moving slowly from left to right through the frame. If you're using the scene provided the settings are already created for you
For this pass, we don't need to hide the star BG because it was applied as an environment shader directly to the BG_PASS, and won't show up in this current pass.
***** The one bit of management you'll come up against is that when you add a new object to a scene that has already been split into passes, that onbject will visibly reappear in passes that you'd created to isolate a BG or a particular character. The solution to this is to always use the background objects partition and lights partition to hide unwanted objects, because each element created in the scene is always first founf in the passes bg objects partition. Upon creation, our particle cloud and emitter were hidden in the BG_PASS because they were created in the bg objects partition.

If you've been following along using the sample scene, you'll see that you'll also have a planet in your scene. Isolating this planet on its own pass will allow for us to composite a glow around it to simulate planetary atmosphere. If you haven't been following with the scene, build a simple planet from a sphere and continue form here
Create a new pass and name it PLANETARY_PASS ( Pass > Edit > New Pass > Empty )
Select the Planet and create a new partition for it. ( Pass > Partition > New) Name this partition Planet_Partition. Close the Property Page.


What would a planetary snapshot be without a lens flare?
Lights are stored in a different kind of partition, A lights partition. And as its name suggests, it is only capable of creating partitions that include lights.
Create a new Pass and call it FLARE_PASS Select the spot light labelled LENS_FLARE_SPOT, and create a new partition for it. Call it Flare_Partition.
Hide the Background_Lights_Partition as well as the Background_Objects_Partition


The previous 4 passes should be enough for our final render.
All that's left to do is set the render options for each pass.
To access each passes render options, click on the pass names property icon in the explorer.
Each pass needs to have its own unique set of render pictures, so name accordingly when dealing with each pass.

When you've set all render pass options, save your scene and then click on Render > Render > All Passes. XSI renders each pass one at a time in the same order they show up in the Pass Pull Down menu. Below is a rough approximation of the images rendered by each pass.




