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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.
    """
    # Set the scene to use the compositor node tree to render
    if not bpy.context.scene.use_nodes:
        bpy.context.scene.use_nodes = True

    aov_sep = get_aov_separator(project_settings)
    ext = get_image_format(project_settings)
    multilayer = get_multilayer(project_settings)
    compositing = get_compositing(project_settings)

    tree = bpy.context.scene.node_tree

    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"
    )
    output.name = variant_name
    output.label = variant_name

    # By default, match output format from scene file format
    image_settings = bpy.context.scene.render.image_settings
    output.format.file_format = image_settings.file_format
    multi_exr: bool = ext == "exr" and multilayer

    # Define the base path for the File Output node.
    output.base_path = get_base_render_output_path(
        variant_name, project_settings=project_settings
    )

    slots = output.layer_slots if multi_exr else output.file_slots
    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(
            slots, variant_name, aov_sep, pass_name, multi_exr, render_layer
        )
        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(
            slots, variant_name, aov_sep, pass_name, multi_exr, 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

            slot = _create_aov_slot(
                slots,
                variant_name,
                aov_sep,
                output_socket.name,
                multi_exr,
                render_layer,
            )

            tree.links.new(output_socket, slot)

    return output

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)
    aov_sep = get_aov_separator(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}{aov_sep}beauty.####"
    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."""
    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":
        return "tga"
    elif file_format == "TIFF":
        return "tif"
    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)

Get existing render layer nodes or create new ones.

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"],
) -> set[bpy.types.CompositorNodeRLayers]:
    """Get existing render layer nodes or create new ones."""
    tree = bpy.context.scene.node_tree
    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
    )
    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_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("\\", "/")

prepare_rendering(variant_name, project_settings=None)

Initialize render setup using render settings from project settings.

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
) -> "bpy.types.CompositorNodeOutputFile":
    """Initialize render setup using render settings from project settings."""
    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 = bpy.context.scene.view_layers
    set_render_passes(project_settings, renderer, view_layers)

    # Ensure compositor nodes are enabled before accessing node tree
    if not bpy.context.scene.use_nodes:
        bpy.context.scene.use_nodes = True

    # Use selected renderlayer nodes, or assume we want a renderlayer node for
    # each view layer so we retrieve all of them.
    node_tree = bpy.context.scene.node_tree
    selected_renderlayer_nodes = []

    # Check if node_tree is available before accessing nodes
    if node_tree is not None:
        for node in node_tree.nodes:
            if node.bl_idname == "CompositorNodeRLayers" and node.select:
                selected_renderlayer_nodes.append(node)

    if selected_renderlayer_nodes:
        render_layer_nodes = selected_renderlayer_nodes
    else:
        render_layer_nodes = get_or_create_render_layer_nodes(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 ext == "exr":
        image_settings.file_format = (
            "OPEN_EXR_MULTILAYER" if multilayer else "OPEN_EXR")
    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.
    """
    aov_list = set(settings["blender"]["RenderSettings"]["aov_list"])
    existing_aov_list = set(existing_aov_options(renderer, view_layers))
    aov_list = aov_list.union(existing_aov_list)
    custom_passes = settings["blender"]["RenderSettings"]["custom_passes"]
    # Common passes for both renderers
    for vl in view_layers:
        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), custom_passes