[Bf-cycles] Cycles and Blender Internal integration.
bassam at urchn.org
Wed Feb 8 21:29:29 CET 2012
A small but good addition to the workflow:
If you use a nodal material in internal, you don't need to switch
materials, the same one can have both cycles nodes and internal nodes.
So as a workaround, consider one input material node->one output node
for the internal material, even if you don't need nodes for it.
To be 100% honest, I'm not sure I would ask for *any* improvements. The
workflow is already pretty good, and this is only going to be useful in
the short term. Eventually, Cycles *should* be good enough to replace
internal, and I'd rather the focus is towards that end than working with
clumsy, dual renderer situations.
Apologies if you already mentioned the nodal internal idea.
On Wed, 2012-02-08 at 18:21 +0100, Brecht Van Lommel wrote:
> This workflow would be good to improve yes, but definitely not for
> 2.62, we're too close to release for such big changes.
> On Tue, Feb 7, 2012 at 10:58 PM, Cezary Kopias <cezary.kopias at gmail.com> wrote:
> > HI.
> > This is my first time so everyone be gentle :)
> > Since my English is self learned, I made a image.
> > This is explanation about my work-flow and issue I am having
> > integrating blender internal and cycles.
> > http://www.pasteall.org/pic/26051
> > And hire is my question considering solution a.:
> > How to implement that in bpy python:
> > if scene is switched:
> > if scene is blender internal renderer:
> > for mat in bpy.data.materials: mat.use_nodes = False
> > if scene is cycles renderer:
> > for mat in bpy.data.materials: mat.use_nodes = True
> > and basically do the same comparison before rendering is started
> > it will be used when having to render multiple scenes
> > using different renderers in compositor.
> > I am not sure if this is the right place to post this but this issue
> > should be considered before blender 2.62 is released.
> > Cheers wafa
> > _______________________________________________
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> > Bf-cycles at blender.org
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