[Bf-committers] Why is SceneRenderLayer a bpy_struct?

Sergey Sharybin sergey.vfx at gmail.com
Sat Aug 22 17:44:06 CEST 2015


Render layers only makes sense within a scene render settings and you don't
want to reference same render layer from multiple scenes as well.

On Sat, Aug 22, 2015 at 5:09 PM, Brian Savery <brian.savery at gmail.com>
wrote:

> >
> >
> >
> > Not sure what's wrong with SceneRenderLayer being a struct, this totally
> > corresponds to what's happening in render API of Blender.
> >
> > That being said, think you don't really need to extend SceneRenderLayer
> > structure, but want to add some custom render passes instead. There's
> > indeed no clean way to do it. Think the way to go would be to specify
> > engine-specific passes via some RenderEngineType, but this wasn't really
> > investigated yet and needs some design proposal ad implementation.
> >
>
> That's basically what I think we'll up doing.  However then you need to
> tell the render result what layers to load in some how?  Haven't thought
> this through.
>
>
> >
> >
> ...
>
> > Roughly speaking, ID is an entity of scene graph which artists operates
> > with and could be referenced from all over the place. In this regard
> making
> > space an ID is wrong because you never want to re-use same space from
> > different areas of blender.
> >
>
> I guess maybe I don't understand from that description why you wouldn't
> want the SceneRenderLayer to be an ID.
>
> Thanks for the reply.
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-- 
With best regards, Sergey Sharybin


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