Output Objects define a rendering target, such as a file format. Such objects are needed in file rendering. The program includes various output object types, which have different properties: JPG allows good compression, AVI objects can store several consecutive frames, Targa supports alpha channel etc. The property window controls described below reflect these differences.
The common properties of all output objects are:
Name: A symbolic name for the object. It usually reflects some characteristic properties and the file format of the object: Jpeg good quality, Preview window, Targa RGBA etc.
Command: A script language or OS command line string that will be executed after the image data output to the object has been finished. The string can include any of the following tokens (square brackets must be included), which the program replaces with the actual used names before executing the command:
[file] - The total file name, including path, possible frame index and extension.
[path] - The path to the output file.
[base] - The output file name without the path and the extension.
[ext] - The file format extension without the dot separator.
Channel Bindings - This list shows the current set of bindings. Items at the left side of each line are Realsoft 3D's data channels defined by the rendering modules and shaders. At the right side of the arrow is the sub channel of the image format to which the data is written.
Edit Bindings... - Displays the binding editor where channel bindings can be changed.
Add - After selecting an unused image format sub channel and a Realsoft 3D rendering data sub channel, you can press 'Add' to create the new channel binding.
Remove - To remove an existing binding, activate an item from the 'Channel Bindings' list and click this button.
Source - The list of all rendering data sub channels of Realsoft 3D.
Destination - The list of all (not yet bind) image sub channels. When you bind an image sub channel, it disappears from this list. Deleting a binding brings the sub channel back to this list, so that it can be bound to another rendering data sub channel.