Writing Scripts Part
The next thing I'll describe is the
"Flame interface". This gives you access to global parameters of
the flame. The first group of Flame properties change the parameters that are
available in the
- Gamma -- gives you access to the Gamma
parameter that you see in the Adjust window.
Values should be larger than equal to one (as lower values may crash Apophysis...in
future I'll make it impossible to set lower values).
- Brightness -- sets the Brightness parameter as
seen in the Adjust tab. Should be larger or
equal to zero.
- Vibrancy -- sets the Vibrancy parameter as seen
in the Adjust tab. Should be larger or
equal to zero.
Zoom, X and Y -- are hopefully obvious.
The SampleDensity, Oversample and FilterRadius
properties don't affect the main display but will
have effect in script previews and script renders. You'll want to set these three
scripting a render (it's equivalent to setting these parameters in the Render
As with the Transform interface you can set
the properties individually using the format...
Flame.Gamma := 2;
...or in a group...
with Flame do
Gamma := 2;
Brightness := 3;
Vibrancy := 1;
To render from a script you use the Renderer
interface. The Renderer interface only has three
properties: Filename, Width and Height. Filename must be a valid Windows filename
path (if no path is included the final location of the rendered image might be
path should be an existing folder. The filename should include the extension of the
format that you want to use. An example:
The Width and Height properties determine the
width and height of the image that you are going
to render. After setting these values you should call the SetRenderBounds method (see
"Animation Render" script that I supplied). The SetRenderBounds method
calculates the scale of
the flame in relation to the image size. The Render method starts the render.
Now just mention a few more things...
If you don't want the changes that you've made
to a flame in a script to affect the main display (if
you are creating an amimation for example), you can set the UpdateFlame paremeter to
Typing the following line anywhere in a script will do this...
UpdateFlame := false;
If you want to reset the location of the main
flame after the script has run (if you are creating a new
flame or radically altering the existing one) then set the ResetLocation parameter to
ResetLocation := true;
There's a special parameter called
"Stopped" that starts out false and only becomes true when you
press the black "Stop" button on the Script editor toolbar or the main
window's tool bar. You can
use this parameter for the condition of a loop that will continue indefinitly until
the user pressed
that button (a few other actions, like selecting a new flame from the file list, will
also set stopped