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render_lib

create_render_node_tree(variant_name, render_layer_nodes, project_settings)

Create a Compositor node tree for rendering based on project settings.

Parameters:

Name Type Description Default
variant_name str

The name of the variant to use in the output file names.

required
view_layers list[ViewLayer]

The list of view layers to create render layer nodes for.

required
project_settings dict

The project settings dictionary.

required
Source code in client/ayon_blender/api/render_lib.py
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def create_render_node_tree(
    variant_name: str,
    render_layer_nodes: set["bpy.types.CompositorNodeRLayers"],
    project_settings: dict,
) -> "bpy.types.CompositorNodeOutputFile":
    """Create a Compositor node tree for rendering based on project settings.

    Arguments:
        variant_name (str): The name of the variant to use in the output file
            names.
        view_layers (list[bpy.types.ViewLayer]): The list of view layers to
            create render layer nodes for.
        project_settings (dict): The project settings dictionary.
    """
    aov_sep = get_aov_separator(project_settings)
    ext = get_image_format(project_settings)
    multilayer = get_multilayer(project_settings)
    compositing = get_compositing(project_settings)

    tree = lib.get_scene_node_tree(ensure_exists=True)

    comp_composite_type = "CompositorNodeComposite"

    # Find existing 'Composite' node
    composite_node = None
    for node in tree.nodes:
        if node.bl_idname == comp_composite_type:
            composite_node = node
            break

    # Create a new output node
    output: bpy.types.CompositorNodeOutputFile = tree.nodes.new(
        "CompositorNodeOutputFile"
    )

    # Ensure the output node has a unique name
    unique_name = ensure_unique_output_node_name(tree, output, variant_name)

    # Multi-exr
    multi_exr: bool = ext == "exr" and multilayer
    blender_version = lib.get_blender_version()
    # By default, match output format from scene file format
    image_settings = bpy.context.scene.render.image_settings
    file_format = image_settings.file_format
    if blender_version >= (5, 0, 0):
        output.format.media_type = (
            "MULTI_LAYER_IMAGE" if multi_exr else "IMAGE"
        )
        # OPEN_EXR_MULTILAYER only valid when multi_exr is True
        # For non multilayer exr and exr format is used, file format
        # should be OPEN_EXR, otherwise it should follow the scene file format
        if multi_exr:
            file_format = "OPEN_EXR_MULTILAYER"
        elif ext == "exr":
            file_format = "OPEN_EXR"
        else:
            file_format = image_settings.file_format

    output.format.file_format = file_format

    # Define the base path for the File Output node.
    base_path = get_base_render_output_path(
        unique_name, project_settings=project_settings
    )
    if blender_version >= (5, 0, 0):
        base_path_dir, base_path_filename = os.path.split(base_path)
        if not multi_exr:
            base_path_filename += aov_sep

        output.directory = base_path_dir
        output.file_name = base_path_filename
        slots = output.file_output_items
    else:
        output.base_path = base_path
        slots = output.layer_slots if multi_exr else output.file_slots

    def _create_aov_slot(
        renderpass_name: str,
        render_layer: str,
        socket_type: str = "FLOAT",
    ) -> "bpy.types.RenderSlot":
        """Add a new render output slot to the slots.

        The slots usually are the file slots of the compositor output node.
        The filepath is based on the render layer, variant name and render pass.

        If it's multi-exr, the slot will be named after the render pass only.

        Returns:
            The created slot

        """
        if lib.get_blender_version() >= (5, 0, 0):
            new_output_item = output.file_output_items.new(
                socket_type, renderpass_name
            )
            return output.inputs[new_output_item.name]

        filename: str = (
            f"{render_layer}/"
            f"{variant_name}_{render_layer}{aov_sep}{renderpass_name}.####"
        )
        return slots.new(renderpass_name if multi_exr else filename)

    slots.clear()

    # Create a new socket for the Beauty output
    pass_name = "Beauty"
    for render_layer_node in render_layer_nodes:
        render_layer = render_layer_node.layer
        slot = _create_aov_slot(pass_name, render_layer, socket_type="RGBA")
        tree.links.new(render_layer_node.outputs["Image"], slot)

    last_found_renderlayer_node = next(
        (node for node in reversed(list(render_layer_nodes))), None
    )
    if compositing and last_found_renderlayer_node:
        # Create a new socket for the Composite output
        # with only the one view layer
        pass_name = "Composite"
        render_layer = last_found_renderlayer_node.layer
        slot = _create_aov_slot(pass_name, render_layer)
        # If there's a composite node, we connect its 'Image' input with the
        # new slot on the output
        if composite_node:
            for link in composite_node.inputs["Image"].links:
                tree.links.new(link.from_socket, slot)
                break

    # For each active render pass, we add a new socket to the output node
    # and link it
    exclude_sockets: set[str] = {"Image", "Alpha", "Noisy Image"}
    for render_layer_node in render_layer_nodes:
        # Get the enabled output sockets, that are the active passes for the
        # render.
        render_layer = render_layer_node.layer
        for output_socket in render_layer_node.outputs:
            if output_socket.name in exclude_sockets:
                continue

            if not output_socket.enabled:
                continue

            socket_type: str = "FLOAT"  # Only relevant for Blender 5+
            if lib.get_blender_version() >= (5, 0, 0):
                socket_type = output_socket.type
                if socket_type == "VALUE":
                    socket_type = "FLOAT"

            slot = _create_aov_slot(
                output_socket.name,
                render_layer,
                socket_type=socket_type
            )
            tree.links.new(output_socket, slot)

    return output

ensure_unique_output_node_name(tree, output_node, name)

Ensure the given CompositorNodeOutputFile node has a unique name.

Parameters:

Name Type Description Default
tree NodeTree

The node tree to process.

required
output_node CompositorNodeOutputFile

The output node to rename if needed.

required
name str

The variant name to use in the output node name.

required

Returns:

Name Type Description
str str

The unique name assigned to the given output node.

Source code in client/ayon_blender/api/render_lib.py
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def ensure_unique_output_node_name(
    tree: "bpy.types.NodeTree",
    output_node: "bpy.types.CompositorNodeOutputFile",
    name: str,
) -> str:
    """Ensure the given CompositorNodeOutputFile node has a unique name.

    Args:
        tree (bpy.types.NodeTree): The node tree to process.
        output_node (bpy.types.CompositorNodeOutputFile): The output node to
            rename if needed.
        name (str): The variant name to use in the output node name.

    Returns:
        str: The unique name assigned to the given output node.

    """
    base_name = name
    counter = 1
    while tree.nodes.get(base_name):
        base_name = f"{name}_{counter}"
        counter += 1

    output_node.name = base_name
    output_node.label = base_name
    return base_name

get_aov_options(renderer)

Return the available AOV options based on the renderer name.

Source code in client/ayon_blender/api/render_lib.py
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def get_aov_options(renderer: str) -> dict[str, str]:
    """Return the available AOV options based on the renderer name."""
    aov_options = {
        "combined": "use_pass_combined",
        "z": "use_pass_z",
        "mist": "use_pass_mist",
        "normal": "use_pass_normal",
        "diffuse_light": "use_pass_diffuse_direct",
        "diffuse_color": "use_pass_diffuse_color",
        "specular_light": "use_pass_glossy_direct",
        "specular_color": "use_pass_glossy_color",
        "emission": "use_pass_emit",
        "environment": "use_pass_environment",
        "ao": "use_pass_ambient_occlusion",
        "cryptomatte_object": "use_pass_cryptomatte_object",
        "cryptomatte_material": "use_pass_cryptomatte_material",
        "cryptomatte_asset": "use_pass_cryptomatte_asset",
    }
    if renderer == "BLENDER_EEVEE":
        eevee_options = {
            "shadow": "use_pass_shadow",
            "volume_light": "use_pass_volume_direct",
            "bloom": "use_pass_bloom",
            "transparent": "use_pass_transparent",
            "cryptomatte_accurate": "use_pass_cryptomatte_accurate",
        }
        aov_options.update(eevee_options)
    elif renderer == "CYCLES":
        cycles_options = {
            "position": "use_pass_position",
            "vector": "use_pass_vector",
            "uv": "use_pass_uv",
            "denoising": "denoising_store_passes",
            "object_index": "use_pass_object_index",
            "material_index": "use_pass_material_index",
            "sample_count": "pass_debug_sample_count",
            "diffuse_indirect": "use_pass_diffuse_indirect",
            "specular_indirect": "use_pass_glossy_indirect",
            "transmission_direct": "use_pass_transmission_direct",
            "transmission_indirect": "use_pass_transmission_indirect",
            "transmission_color": "use_pass_transmission_color",
            "volume_light": "use_pass_volume_direct",
            "volume_indirect": "use_pass_volume_indirect",
            "shadow": "use_pass_shadow_catcher",
        }
        aov_options.update(cycles_options)

    return aov_options

get_aov_separator(project_settings)

Get aov separator from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_aov_separator(project_settings) -> str:
    """Get aov separator from blender settings."""
    aov_sep = project_settings["blender"]["RenderSettings"]["aov_separator"]

    if aov_sep == "dash":
        return "-"
    elif aov_sep == "underscore":
        return "_"
    elif aov_sep == "dot":
        return "."
    else:
        raise ValueError(f"Invalid aov separator: {aov_sep}")

get_base_render_output_path(variant_name, multi_exr=None, project_settings=None)

Return the base render output path for the given variant name.

The output path is based on the AYON project settings and the current Blender scene workfile path.

If the render settings are not set to multi-EXR then only the base path is returned, otherwise the full path to the render output file is returned.

Source code in client/ayon_blender/api/render_lib.py
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def get_base_render_output_path(
    variant_name: str,
    multi_exr: Optional[bool] = None,
    project_settings: Optional[dict] = None
) -> str:
    """Return the base render output path for the given variant name.

    The output path is based on the AYON project settings and the current
    Blender scene workfile path.

    If the render settings are not set to multi-EXR then only the base path
    is returned, otherwise the full path to the render output file is returned.

    """
    workfile_filepath = Path(bpy.data.filepath)
    assert workfile_filepath, "Workfile not saved. Please save the file first."

    render_folder = get_default_render_folder(project_settings)
    if multi_exr is None:
        multi_exr = get_multilayer(project_settings)

    workfile_dir = workfile_filepath.parent
    workfile_filename = Path(workfile_filepath.name).stem
    base_folder = Path.joinpath(workfile_dir, render_folder, workfile_filename)
    if not multi_exr:
        # If not multi-exr, we only supply the root folder to render to.
        return str(base_folder)

    filename = f"{variant_name}.####"
    filepath = base_folder / filename
    return str(filepath)

get_compositing(project_settings)

Get whether 'Composite' render is enabled from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_compositing(project_settings) -> bool:
    """Get whether 'Composite' render is enabled from blender settings."""
    # Blender 5+ does not have the "Composite" node, so it's always False
    if lib.get_blender_version() >= (5, 0, 0):
        return False

    return project_settings["blender"]["RenderSettings"]["compositing"]

get_default_render_folder(project_settings)

Get default render folder from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_default_render_folder(project_settings) -> str:
    """Get default render folder from blender settings."""
    return project_settings["blender"]["RenderSettings"][
        "default_render_image_folder"
    ]

get_file_format_extension(file_format)

Convert Blender file format to file extension.

Source code in client/ayon_blender/api/render_lib.py
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def get_file_format_extension(file_format: str) -> str:
    """Convert Blender file format to file extension."""
    # TODO: Figure out if Blender has a native way to convert to extensions
    if file_format == "OPEN_EXR_MULTILAYER":
        return "exr"
    elif file_format == "OPEN_EXR":
        return "exr"
    elif file_format == "BMP":
        return "bmp"
    elif file_format == "IRIS":
        return "rgb"
    elif file_format == "PNG":
        return "png"
    elif file_format == "JPEG":
        return "jpeg"
    elif file_format == "JPEG2000":
        return "jp2"
    elif file_format == "TARGA" or file_format == "TARGA_RAW":
        return "tga"
    elif file_format == "TIFF":
        return "tif"
    # Blender 5+
    elif file_format == "CINEON":
        return "cin"
    elif file_format == "DPX":
        return "dpx"
    elif file_format == "WEBP":
        return "webp"
    elif file_format == "HDR":
        return "hdr"
    else:
        raise ValueError(f"Unsupported file format: {file_format}")

get_image_format(project_settings)

Get image format from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_image_format(project_settings) -> str:
    """Get image format from blender settings."""
    return project_settings["blender"]["RenderSettings"]["image_format"]

get_multilayer(project_settings)

Get multilayer from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_multilayer(project_settings) -> bool:
    """Get multilayer from blender settings."""
    return project_settings["blender"]["RenderSettings"]["multilayer_exr"]

get_or_create_render_layer_nodes(view_layers, selected_view_layers=None)

Get existing render layer nodes or create new ones. By default, this reuses or creates compositor render layer nodes for all provided view_layers. When selected_view_layers is provided, only nodes whose view-layer names are in that selection are reused or created.

Parameters:

Name Type Description Default
view_layers list[ViewLayer]

Available view layers to consider.

required
selected_view_layers Optional[list[str]]

Specific view-layer names to include. If None, all provided view layers are included.

None

Returns:

Type Description
set[CompositorNodeRLayers]

set[bpy.types.CompositorNodeRLayers]: Existing or newly created render layer nodes matching the requested view layers.

Source code in client/ayon_blender/api/render_lib.py
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def get_or_create_render_layer_nodes(
    view_layers: list["bpy.types.ViewLayer"],
    selected_view_layers: Optional[list[str]] = None
) -> set[bpy.types.CompositorNodeRLayers]:
    """Get existing render layer nodes or create new ones.
    By default, this reuses or creates compositor render layer nodes for all
    provided ``view_layers``. When ``selected_view_layers`` is provided, only
    nodes whose view-layer names are in that selection are reused or created.

    Args:
        view_layers (list[bpy.types.ViewLayer]): Available view layers to
            consider.
        selected_view_layers (Optional[list[str]]): Specific view-layer names
            to include. If None, all provided view layers are included.

    Returns:
        set[bpy.types.CompositorNodeRLayers]: Existing or newly created render
            layer nodes matching the requested view layers.

    """
    tree = lib.get_scene_node_tree(ensure_exists=True)

    view_layer_names: set[str] = {
        view_layer.name for view_layer in view_layers
    }

    # Find existing render layer nodes for each view layer
    render_layer_nodes: set[bpy.types.CompositorNodeRLayers] = set()
    found_view_layer_names: set[str] = set()
    for node in tree.nodes:
        if node.bl_idname != "CompositorNodeRLayers":
            continue

        # Skip if already found a render layer node for this view layer.
        if node.layer in found_view_layer_names:
            continue

        # Skip if the view layer is not meant to be included.
        if node.layer not in view_layer_names:
            continue

        found_view_layer_names.add(node.layer)
        render_layer_nodes.add(node)

    # Generate the missing render layer nodes
    missing_view_layer_names: set[str] = (
        view_layer_names - found_view_layer_names
    )
    if selected_view_layers:
        missing_view_layer_names = missing_view_layer_names.intersection(
            set(selected_view_layers)
        )

    for view_layer_name in missing_view_layer_names:
        render_layer_node = tree.nodes.new("CompositorNodeRLayers")
        render_layer_node.layer = view_layer_name
        render_layer_nodes.add(render_layer_node)

    return render_layer_nodes

get_renderer(project_settings)

Get renderer from blender settings.

Source code in client/ayon_blender/api/render_lib.py
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def get_renderer(project_settings) -> str:
    """Get renderer from blender settings."""
    return project_settings["blender"]["RenderSettings"]["renderer"]

get_selected_render_layer_nodes(node_tree, selected_all=False, selected_view_layers=None)

Get the selected render layer nodes from the given node tree.

Parameters:

Name Type Description Default
node_tree NodeTree

The node tree to search for selected render layer nodes.

required
selected_all bool

If True, all render layer nodes are returned regardless of selection. If False, only selected nodes are returned.

False
selected_view_layers Optional[list[str]]

Optional list of Blender view-layer names

None

Returns:

Type Description
set[CompositorNodeRLayers]

set[bpy.types.CompositorNodeRLayers]: A set of selected render layer nodes.

Source code in client/ayon_blender/api/render_lib.py
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def get_selected_render_layer_nodes(
        node_tree: "bpy.types.NodeTree",
        selected_all: bool = False,
        selected_view_layers: Optional[list[str]] = None
) -> set["bpy.types.CompositorNodeRLayers"]:
    """Get the selected render layer nodes from the given node tree.

    Args:
        node_tree (bpy.types.NodeTree): The node tree to search for selected render layer nodes.
        selected_all (bool): If True, all render layer nodes are returned regardless of selection.
            If False, only selected nodes are returned.
        selected_view_layers (Optional[list[str]]): Optional list of Blender view-layer names
        to limit which render layer nodes are included. If provided,
        only nodes whose view-layer names are included.

    Returns:
        set[bpy.types.CompositorNodeRLayers]: A set of selected render layer nodes.

    """
    selected_nodes = set()
    for node in node_tree.nodes:
        if node.bl_idname == "CompositorNodeRLayers" and (selected_all or node.select):
            if (
                selected_view_layers
                and not has_selected_view_layers(selected_view_layers, node)
            ):
                continue
            selected_nodes.add(node)

    return selected_nodes

get_selected_view_layers(selected_view_layers=None)

Get the selected view layers based on the provided names.

Parameters:

Name Type Description Default
selected_view_layers Optional[list[str]]

List of view layer names to select. If None, all view layers are returned.

None

Returns:

Type Description
list[ViewLayer]

list[bpy.types.ViewLayer]: List of selected view layers.

Source code in client/ayon_blender/api/render_lib.py
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def get_selected_view_layers(
    selected_view_layers: Optional[list[str]] = None
) -> list["bpy.types.ViewLayer"]:
    """Get the selected view layers based on the provided names.

    Args:
        selected_view_layers (Optional[list[str]]): List of view layer names to select.
            If None, all view layers are returned.

    Returns:
        list[bpy.types.ViewLayer]: List of selected view layers.
    """
    if not selected_view_layers:
        return bpy.context.scene.view_layers
    selected_view_layers_list = []
    for view_layer in bpy.context.scene.view_layers:
        if view_layer.name in selected_view_layers:
            selected_view_layers_list.append(view_layer)

    return selected_view_layers_list

get_tmp_scene_render_output_path(project_settings)

Get the render output path for the current scene.

This is the scene-wide render path that AYON essentially does not use, but it cannot be disabled in Blender. So we store at least a unique temporary path for the scene render output.

Source code in client/ayon_blender/api/render_lib.py
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def get_tmp_scene_render_output_path(project_settings: dict) -> str:
    """Get the render output path for the current scene.

    This is the scene-wide render path that AYON essentially does not use,
    but it cannot be disabled in Blender. So we store at least a unique
    temporary path for the scene render output.
    """
    render_folder = get_default_render_folder(project_settings)

    workfile_filepath: str = bpy.data.filepath
    if not workfile_filepath:
        raise RuntimeError("Workfile not saved. Please save the file first.")

    workfile_filename = os.path.basename(workfile_filepath)
    workfile_filename_no_ext, _ext = os.path.splitext(workfile_filename)

    # Even though we render a `tmp` file we still want to write into
    # a unique folder or filename per folder to avoid conflicts on
    # potential simultaneous renders on the farm trying to write into
    # the same folder and have them unable to write due to file locks.
    # TODO: Starting in Blender 4.5 we can use {blend_name} in the render path
    #   so that we do not need to set this again for every workfile version
    #   increase.
    path = os.path.join(
        os.getenv("AYON_WORKDIR"),
        render_folder,
        workfile_filename_no_ext,
        "tmp",
        "tmp"
    )
    return path.replace("\\", "/")

has_selected_view_layers(selected_view_layers, node)

Check if the given compositor view layer node has a view layer that is in the selected view layers.

Parameters:

Name Type Description Default
selected_view_layers Optional[list[str]]

selected view layers to consider for inclusion. If None or empty, the function returns False; use this function only when you know selected_view_layers is non-empty.

required
node CompositorNodeRLayers

the compositor node to check against the selected view layers.

required

Returns:

Name Type Description
bool bool

True if selected_view_layers is non-empty and the node's layer is in it, False otherwise (including when selected_view_layers is None or empty).

Source code in client/ayon_blender/api/render_lib.py
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def has_selected_view_layers(
        selected_view_layers: Optional[list[str]],
        node: bpy.types.CompositorNodeRLayers
) -> bool:
    """Check if the given compositor view layer node has a view
    layer that is in the selected view layers.

    Args:
        selected_view_layers (Optional[list[str]]): selected view layers to consider 
            for inclusion. If None or empty, the function returns False; use this 
            function only when you know selected_view_layers is non-empty.
        node (bpy.types.CompositorNodeRLayers): the compositor node to check against 
            the selected view layers.

    Returns:
        bool: True if selected_view_layers is non-empty and the node's layer is in it,
            False otherwise (including when selected_view_layers is None or empty).
    """
    if not selected_view_layers:
        return False
    for view_layer_name in selected_view_layers:
        if view_layer_name == node.layer:
            return True
    return False

prepare_rendering(variant_name, project_settings=None, *, selected_view_layers=None)

Initialize render setup using render settings from project settings.

Parameters:

Name Type Description Default
variant_name str

Render variant name used when generating the output node tree and output paths.

required
project_settings Optional[dict]

Project settings dictionary. If None, the settings are loaded for the current project.

None
selected_view_layers Optional[list[str]]

Optional list of Blender view-layer names to limit which render layer nodes are used or created. Use None to apply the setup to all available view layers. An empty list is currently treated the same as None because it is falsy, so it also results in all view layers being considered rather than no layers.

None

Returns:

Type Description
CompositorNodeOutputFile

bpy.types.CompositorNodeOutputFile: The compositor file output node created for the render setup.

Source code in client/ayon_blender/api/render_lib.py
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def prepare_rendering(
    variant_name: str,
    project_settings: Optional[dict] = None,
    *,
    selected_view_layers: Optional[list[str]] = None
) -> "bpy.types.CompositorNodeOutputFile":
    """Initialize render setup using render settings from project settings.

    Args:
        variant_name (str): Render variant name used when generating the output
            node tree and output paths.
        project_settings (Optional[dict]): Project settings dictionary. If ``None``, the
            settings are loaded for the current project.
        selected_view_layers (Optional[list[str]]): Optional list of Blender view-layer
            names to limit which render layer nodes are used or created. Use ``None``
            to apply the setup to all available view layers. An empty list is
            currently treated the same as ``None`` because it is falsy, so it
            also results in all view layers being considered rather than no
            layers.

    Returns:
        bpy.types.CompositorNodeOutputFile: The compositor file output node created
            for the render setup.

    """
    assert bpy.data.filepath, "Workfile not saved. Please save the file first."

    if project_settings is None:
        project_name: str = get_current_project_name()
        project_settings = get_project_settings(project_name)

    ext = get_image_format(project_settings)
    multilayer = get_multilayer(project_settings)
    renderer = get_renderer(project_settings)
    ver_major, ver_minor, _ = lib.get_blender_version()
    if renderer == "BLENDER_EEVEE" and (
        ver_major >= 4 and ver_minor >=2
    ):
        renderer = "BLENDER_EEVEE_NEXT"

    # Set scene render settings
    set_render_format(ext, multilayer)
    bpy.context.scene.render.engine = renderer
    view_layers = get_selected_view_layers(selected_view_layers=selected_view_layers)
    set_render_passes(project_settings, renderer, view_layers)

    # Use selected renderlayer nodes, or assume we want a renderlayer node for
    # each view layer so we retrieve all of them.
    node_tree = lib.get_scene_node_tree(ensure_exists=True)
    selected_renderlayer_nodes = get_selected_render_layer_nodes(
        node_tree,
        # If no specific view layers are selected,
        # consider all nodes as selected
        selected_all=not selected_view_layers,
        selected_view_layers=selected_view_layers
    )

    if selected_renderlayer_nodes:
        render_layer_nodes = selected_renderlayer_nodes
    else:
        render_layer_nodes = get_or_create_render_layer_nodes(
            view_layers,
            selected_view_layers=selected_view_layers
        )

    # Generate Compositing nodes
    output_node = create_render_node_tree(
        variant_name,
        render_layer_nodes,
        project_settings
    )

    set_tmp_scene_render_output_path(project_settings)
    bpy.context.scene.render.use_overwrite = True

    return output_node

set_render_format(ext, multilayer)

Set Blender scene to save render file with the right extension

Source code in client/ayon_blender/api/render_lib.py
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def set_render_format(ext: str, multilayer: bool):
    """Set Blender scene to save render file with the right extension"""
    bpy.context.scene.render.use_file_extension = True
    image_settings = bpy.context.scene.render.image_settings

    if lib.get_blender_version() >= (5, 0, 0):
        if multilayer:
            image_settings.media_type = "MULTI_LAYER_IMAGE"
        else:
            image_settings.media_type = "IMAGE"

    if ext == "exr":
        file_format = "OPEN_EXR_MULTILAYER" if multilayer else "OPEN_EXR"
        image_settings.file_format = file_format
    elif ext == "bmp":
        image_settings.file_format = "BMP"
    elif ext == "rgb":
        image_settings.file_format = "IRIS"
    elif ext == "png":
        image_settings.file_format = "PNG"
    elif ext == "jpeg":
        image_settings.file_format = "JPEG"
    elif ext == "jp2":
        image_settings.file_format = "JPEG2000"
    elif ext == "tga":
        image_settings.file_format = "TARGA"
    elif ext == "tif":
        image_settings.file_format = "TIFF"

set_render_passes(settings, renderer, view_layers)

Set render passes for the current view layer

Parameters:

Name Type Description Default
settings dict

The project settings.

required
renderer str

The renderer to use, either CYCLES or BLENDER_EEVEE.

required
view_layers list[ViewLayer]

The list of view layers to

required
Source code in client/ayon_blender/api/render_lib.py
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def set_render_passes(settings, renderer, view_layers):
    """Set render passes for the current view layer

    Args:
        settings (dict): The project settings.
        renderer (str): The renderer to use, either CYCLES or BLENDER_EEVEE.
        view_layers (list[bpy.types.ViewLayer]): The list of view layers to
        set the passes for.
    """
    base_aov_list = set(settings["blender"]["RenderSettings"]["aov_list"])
    custom_passes = settings["blender"]["RenderSettings"]["custom_passes"]
    aov_list_combined: set[str] = set()
    # Common passes for both renderers
    for vl in view_layers:
        # Compute per-layer AOV list: project settings AOVs unioned with only
        # this view layer's currently enabled AOVs. This preserves per-layer
        # AOV differences instead of propagating all layers' AOVs everywhere.
        existing_aov_list = set(existing_aov_options(renderer, vl))
        aov_list = base_aov_list.union(existing_aov_list)
        aov_list_combined.update(aov_list)

        if renderer == "BLENDER_EEVEE":
            # Eevee exclusive passes
            aov_options = get_aov_options(renderer)
            eevee_attrs: set[str] = {
                "use_pass_bloom",
                "use_pass_transparent",
                "use_pass_volume_direct"
            }
            for pass_name, attr in aov_options.items():
                target = vl.eevee if attr in eevee_attrs else vl
                ver_major, ver_minor, _ = lib.get_blender_version()
                if ver_major >= 3 and ver_minor > 6:
                    if attr == "use_pass_bloom":
                        continue
                setattr(target, attr, pass_name in aov_list)
        elif renderer == "CYCLES":
            # Cycles exclusive passes
            aov_options = get_aov_options(renderer)
            cycle_attrs: set[str] = {
                "denoising_store_passes", "pass_debug_sample_count",
                "use_pass_volume_direct", "use_pass_volume_indirect",
                "use_pass_shadow_catcher"
            }
            for pass_name, attr in aov_options.items():
                target = vl.cycles if attr in cycle_attrs else vl
                setattr(target, attr, pass_name in aov_list)

        aovs_names: set[str] = {aov.name for aov in vl.aovs}
        for custom_pass in custom_passes:
            custom_pass_name = custom_pass["attribute"]
            if custom_pass_name not in aovs_names:
                aov = vl.aovs.add()
                aov.name = custom_pass_name
            else:
                aov = vl.aovs[custom_pass_name]
            aov.type = custom_pass["value"]

    return list(aov_list_combined), custom_passes