Hi,<div>A somehow simple solution (but still after 2.62 is out) is to support the is_update flag for scene datablocks. [1]<div><br></div><div>With that implemented an add-on like this should do the job:</div><div><a href="http://www.pasteall.org/28979/python">http://www.pasteall.org/28979/python</a></div>
<div><br></div><div>As a temporary hack you can use this one with Blender 2.61/2.62:</div><div><a href="http://www.pasteall.org/28981/python">http://www.pasteall.org/28981/python</a></div><div><br></div><div>(also I didn't read your whole problem, but only the python part of it, and decided to give it a go for fun)</div>
<div>--</div><div>Dalai</div><div><a href="http://www.dalaifelinto.com">www.dalaifelinto.com</a></div><div><br></div><div>[1] - <a href="http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41476" target="_blank">http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41476</a><br>
<div><br><div class="gmail_quote">2012/2/8 Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
This workflow would be good to improve yes, but definitely not for<br>
2.62, we're too close to release for such big changes.<br>
<span><font color="#888888"><br>
Brecht.<br>
</font></span><div><div><br>
On Tue, Feb 7, 2012 at 10:58 PM, Cezary Kopias <<a href="mailto:cezary.kopias@gmail.com" target="_blank">cezary.kopias@gmail.com</a>> wrote:<br>
> HI.<br>
> This is my first time so everyone be gentle :)<br>
><br>
> Since my English is self learned, I made a image.<br>
> This is explanation about my work-flow and issue I am having<br>
> integrating blender internal and cycles.<br>
><br>
> <a href="http://www.pasteall.org/pic/26051" target="_blank">http://www.pasteall.org/pic/26051</a><br>
><br>
> And hire is my question considering solution a.:<br>
><br>
> How to implement that in bpy python:<br>
><br>
> if scene is switched:<br>
> if scene is blender internal renderer:<br>
> for mat in bpy.data.materials: mat.use_nodes = False<br>
> if scene is cycles renderer:<br>
> for mat in bpy.data.materials: mat.use_nodes = True<br>
><br>
> and basically do the same comparison before rendering is started<br>
> it will be used when having to render multiple scenes<br>
> using different renderers in compositor.<br>
><br>
> I am not sure if this is the right place to post this but this issue<br>
> should be considered before blender 2.62 is released.<br>
><br>
> Cheers wafa<br>
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</div></div></blockquote></div><br></div></div>
</div>