[Bf-committers] Why SpaceNodeEditor is a bpy_struct? Was: Why is SceneRenderLayer a bpy_struct?

Francesc Juhe fjuhec at gmail.com
Fri Aug 21 21:33:36 CEST 2015


Reading this I remembered I wanted to create my own shader types for a custom NodeTree and found that shader type is a property of SpaceNodeEditor which is also a bpy_struct.

Can I propose that Space or SpaceNodeEditor are considered for a promotion to ID from bpy_struct so they can be expanded with custom properties? I know this can be worked around by creating more custom NodeTrees but it’s a bit cumbersome.


On 21 Aug 2015, at 19:17, Sergey Sharybin <sergey.vfx at gmail.com> wrote:

> Hi,
> 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.
> On Fri, Aug 21, 2015 at 7:05 PM, Brian Savery <brian.savery at gmail.com>
> wrote:
>> Greetings all!  I'm the developer of the RenderMan addon for blender.  Had
>> a couple questions on the api and generally was hoping to help out where I
>> can.  But rather than dump them all in one thread figured I'd keep at least
>> the subject lines separate.
>> Anyway so SceneRenderLayer.  Any reason that is a struct?  Reason is that I
>> want to extend it and add our own custom pass outputs (RenderMan supports
>> LPE outputs similar to OSL
>> https://code.google.com/p/openshadinglanguage/wiki/LightPathExpressions
>> and
>> we'd like users to be able to do more outputs).  Unfortunately
>> SceneRenderLayer is a struct and my understanding is you can't add custom
>> properties to that?
>> The hacky solution I came up with is to keep a collection of custom outputs
>> on the scene and correspond the outputs to each render layer by the name.
>> Of course this has the issue that if the render layer name changes you're
>> out of sync... But any thoughts on this would be appreciated.  Being able
>> to extend a scene render layer seems like a good idea.
>> Thanks!
>> Brian
>> --
>> brian.savery at gmail.com
>> 508-274-8700
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
> -- 
> With best regards, Sergey Sharybin
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list