Refactor to allow separate gp render scene and compositing scene

1.7.0

- fix: problem when removing render layers
- changed: node distribution refactor, allow separate compositing scene
  - Compositing scene (holding nodes) can be separated from render scene (holding GP objects and related viewlayers)
  - Default render named changed from `Render` to `RenderGP`
  - New properties in exposed Dopesheet N panel to manually set Render scene and Compo scene
  - Operator expose a `node_scene` parameter to separate where to send nodes
  - Switch scene button can have an extra button to go in compo scene if found
This commit is contained in:
pullusb
2024-04-16 18:01:10 +02:00
parent fb810c1256
commit c6c9c7f56c
18 changed files with 538 additions and 263 deletions
+69 -39
View File
@@ -2,19 +2,30 @@ import bpy
from mathutils import Vector
from . import fn
def add_rlayer(layer_name, scene=None, node_scene=None, location=None, color=None, node_name=None, width=400):
'''Create a render layer node
def add_rlayer(layer_name, scene=None, location=None, color=None, node_name=None, width=400):
'''create a render layer node
if node_name is not specified, use passed layer name
args:
layer_name (str): Name of the viewlayer
scene (Scene): Scene holding the viewlayer
node_scene (Scene): scene where to add render layer
if None: fallback scene pointed by compo scene property
if compo scene property is empty: fallback to render scene.
location (Vector2): Location of the node
color (tuple): Color of the node
node_name (str): if not specified, use layer_name
width (int): width of the node
'''
if not node_name:
node_name = layer_name # 'RL_' +
if not scene:
scene=bpy.context.scene
if not node_scene:
node_scene=fn.get_compo_scene(create=False)
if not node_scene:
node_scene=fn.get_render_scene(create=False)
nodes = scene.node_tree.nodes
nodes = node_scene.node_tree.nodes
comp = nodes.get(node_name)
if comp:
@@ -40,13 +51,11 @@ def add_rlayer(layer_name, scene=None, location=None, color=None, node_name=None
return comp
def connect_render_layer(rlayer, ng=None, out=None, frame=None):
if bpy.context.scene.name == 'Scene':
scene = fn.get_render_scene()
else:
scene = bpy.context.scene
nodes = scene.node_tree.nodes
links = scene.node_tree.links
node_tree = rlayer.id_data # get node_tree from rlayer
nodes = node_tree.nodes
links = node_tree.links
vl_name = rlayer.layer
if not vl_name or vl_name == 'View Layer':
@@ -88,7 +97,7 @@ def connect_render_layer(rlayer, ng=None, out=None, frame=None):
print(f'create nodegroup {ng_name}')
ngroup = bpy.data.node_groups.new(ng_name, 'CompositorNodeTree')
ng = fn.create_node('CompositorNodeGroup', tree=scene.node_tree, location=(fn.real_loc(rlayer)[0] + 600, fn.real_loc(rlayer)[1]), width=400) # (rlayer.location[0] + 600, rlayer.location[1])
ng = fn.create_node('CompositorNodeGroup', tree=node_tree, location=(fn.real_loc(rlayer)[0] + 600, fn.real_loc(rlayer)[1]), width=400) # (rlayer.location[0] + 600, rlayer.location[1])
if frame:
ng.parent= frame
ng.node_tree = ngroup
@@ -163,8 +172,17 @@ def connect_render_layer(rlayer, ng=None, out=None, frame=None):
ngroup.links.new(ng_in.outputs[vl_name], aa.inputs[0]) # node_tree
ngroup.links.new(aa.outputs[0], ng_out.inputs[vl_name]) # node_tree
aa.mute = scene.use_aa # mute if native AA is used
## Get use_aa prop from render scene ?
# rd_scn = fn.get_render_scene(create=False)
# if rd_scn:
# aa.mute = rd_scn.gp_render_settings.use_aa # mute if native AA is used
scene = next((s for s in bpy.data.scenes if s.node_tree == node_tree), None)
if scene:
print(f'set AA from scene {scene.name}')
aa.mute = scene.gp_render_settings.use_aa # mute if native AA is used
else:
print('/!\ Scene could not be found to define if internal AA should be muted')
fn.reorganise_NG_nodegroup(ng) # decorative
@@ -206,7 +224,7 @@ def connect_render_layer(rlayer, ng=None, out=None, frame=None):
out = nodes.get(out_name)
if not out:
# color = (0.2,0.3,0.5)
out = fn.create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(fn.real_loc(ng)[0]+500, fn.real_loc(ng)[1]+50), width=600) # =(ng.location[0]+600, ng.location[1]+50)
out = fn.create_node('CompositorNodeOutputFile', tree=node_tree, location=(fn.real_loc(ng)[0]+500, fn.real_loc(ng)[1]+50), width=600) # =(ng.location[0]+600, ng.location[1]+50)
fn.set_file_output_format(out)
out.name = out_name
out.parent = frame
@@ -233,16 +251,20 @@ def connect_render_layer(rlayer, ng=None, out=None, frame=None):
return ng, out
def get_set_viewlayer_from_gp(ob, l, scene=None):
'''setup ouptut from passed gp obj > layer'''
if not scene:
if bpy.context.scene.name != 'Scene':
scene = bpy.context.scene
else:
scene = fn.get_render_scene()
def get_set_viewlayer_from_gp(ob, l, scene=None, node_scene=None):
'''setup ouptut from passed gp obj > layer
scene: scene to set viewlayer
node_scene: where to add compo node (use scene if not passed)'''
# print('Set viewlayer Scene: ', scene.name)
node_tree = scene.node_tree
scene = scene or fn.get_render_scene()
node_scene = node_scene or fn.get_compo_scene() or scene
print('Viewlayer Scene: ', scene.name)
print('Compo Scene: ', node_scene.name)
## If not passed, identical to scene holding viewlayers
node_tree = node_scene.node_tree
nodes = node_tree.nodes
in_rds = scene.collection.all_objects.get(ob.name)
@@ -265,18 +287,26 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
if nob:
nob.select_set(True)
# create viewlayer
# Create viewlayer
vl_name = f'{ob.name} / {l.info}'
vl = fn.get_view_layer(vl_name, scene=scene)
vl_name = vl.name
# affect layer to this vl
## To avoid potential error, transfer compo scene prop to renderscene.
scn = bpy.context.scene
if scn.gp_render_settings.node_scene and scn != scene:
if scn.gp_render_settings.node_scene != scene.gp_render_settings.node_scene:
print(f'Transfer compo scene target prop to render scene: "{scn.gp_render_settings.node_scene}"')
scene.gp_render_settings.node_scene = scn.gp_render_settings.node_scene
# Affect layer to this vl
l.viewlayer_render = vl_name
# check if already exists
# Check if already exists
rlayer_list = [n for n in nodes if n.type == 'R_LAYERS' and n.layer == vl_name]
# get frame object and their contents
# dict like : {objname : [layer_nodeA, layer_nodeB,...]}
# Get frame object and their contents
# dict model : {objname : [layer_nodeA, layer_nodeB,...]}
frame_dic = {f.label: [n for n in nodes if n.type == 'R_LAYERS' and n.parent and n.parent.name == f.name and '/' in n.layer] # n.layer != 'View Layer'
for f in nodes if f.type == 'FRAME'}
@@ -323,7 +353,7 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
frame.label_size = 50
frame.location = (loc[0], loc[1] + 20)
cp = add_rlayer(vl_name, scene=scene, location=loc)
cp = add_rlayer(vl_name, scene=scene, node_scene=node_scene, location=loc)
cp.parent = frame
# use same color as layer
if fn.has_channel_color(l):
@@ -341,23 +371,24 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
print(f'\n {ob.name} -> {l.info} (connect to existing)')
## object frame exists: get framing and insert
cp = add_rlayer(vl_name, scene=scene, location=(0,0))
cp = add_rlayer(vl_name, scene=scene, node_scene=node_scene, location=(0,0))
if cp.layer != vl_name:
print(f'problem with {cp}: {cp.layer} != {vl_name}')
return
if fn.has_channel_color(l):
cp.use_custom_color = True
cp.color = l.channel_color
cp.use_custom_color = True
cp.color = l.channel_color
frame = [f for f in nodes if f.type == 'FRAME' and f.label == ob.name][0]
frame = next((f for f in nodes if f.type == 'FRAME' and f.label == ob.name), None)
rl_nodes = frame_dic[frame.label] # get nodes from
if rl_nodes:
# get nodes order to insert
rl_nodes.sort(key=lambda n: fn.real_loc(n).y, reverse=True) # descending
top_loc = fn.real_loc(rl_nodes[0])
else:
top_loc = fn.get_frame_transform(frame[1], node_tree) - 60
print('!! gen_viewlayer: No Render layers nodes !!')
top_loc = fn.get_frame_transform(frame, node_tree) - 60
# cp.location = (top_loc[0], top_loc[1] + 100) # temp location to adjust x loc
@@ -381,10 +412,9 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
# set x loc from first node in list (maybe use leftmost ?)
n.location = Vector((fn.real_loc(ref_node)[0], top_loc[1] - offset)) - n.parent.location
offset += 180
n.update()
# reorder render layers nodes within frame
# reorder render layers nodes within frame
connect_render_layer(cp, frame=frame)
# re-arrange all frames (since the offset probably overlapped)
@@ -392,7 +422,7 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
return vl, cp
def export_gp_objects(oblist, exclude_list=[], scene=None):
def export_gp_objects(oblist, exclude_list=[], scene=None, node_scene=None):
# Skip layer containing element in exclude list
if not isinstance(oblist, list):
oblist = [oblist]
@@ -410,4 +440,4 @@ def export_gp_objects(oblist, exclude_list=[], scene=None):
l.viewlayer_render = fn.get_view_layer('exclude', scene=scene).name # assign "exclude"
continue
_vl, _cp = get_set_viewlayer_from_gp(ob, l, scene=scene) # scene=fn.get_render_scene())
_vl, _cp = get_set_viewlayer_from_gp(ob, l, scene=scene, node_scene=node_scene) # scene=fn.get_render_scene())