Rendering

The most important items in rendering are the render passes. Use render passes to define the rendering of nodes in your application. For example, in a render pass you define which Camera that render pass uses for rendering, what nodes it renders, and settings for the color and depth buffer use. See Render passes.

Kanzi contains filters and object sources you can use to select and refine the collection of nodes you send to a render pass for rendering. Doing so you can precisely define the order of how Kanzi renders the content of the Scene or Viewport 2D node. See Filters and Using object sources.

Render passes

In Kanzi Studio each Scene node has the Render Pass property that determines which render pass Kanzi uses for rendering the scene. When you create a Kanzi Studio project, the Scene node in the project uses the DefaultRenderPass to render its content.

You can define how you want Kanzi to render the nodes in your project by creating render passes, setting the hierarchy and order of the render passes, and specifying the object source in each render pass using filters. See Using object sources.

Create a nested hierarchy of render passes with as many levels as you want, and set the Render Pass property of a Scene node to a Group Render Pass at the top-most level in your render pass tree. Kanzi Studio executes the render passes in the Library > Rendering > Render Passes from top to bottom. Each render pass applies its settings, renders its children, and undoes its settings.

These render passes are available in Kanzi Studio:

To create a render pass, in the Library > Rendering press Alt and right-click Render Passes and select the render pass you want to create.

See also

Rendering best practices

Using Kanzi Studio render pass templates

Rendering multiple render passes or textures

Post-processing in multiple render passes

Using the stencil buffer to mask areas

Using object sources

Filters