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 <[email protected]> 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. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
