The issue was caused by Render Single Layer option enabled, which is very handy for artists work, so they can hit F12 and see view layer they are currently working in a final rendered state. This saves a lot of time since all the "non-interesting" objects are ignored for such iterations. However, for the render farm we need to render view layers which are explicitly set for render, and ignore active view layer. Reasonable solution seems to be to ignore the Render Single Layer option when rendering from the command line. It is really something more like UI behavior option.
142 lines
5.1 KiB
C++
142 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/include/render_result.h
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* \ingroup render
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*/
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#ifndef __RENDER_RESULT_H__
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#define __RENDER_RESULT_H__
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#define PASS_VECTOR_MAX 10000.0f
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#define RR_USE_MEM 0
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#define RR_USE_EXR 1
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#define RR_ALL_LAYERS NULL
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#define RR_ALL_VIEWS NULL
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struct ImBuf;
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struct ListBase;
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struct Render;
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struct RenderData;
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struct RenderLayer;
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struct RenderResult;
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struct Scene;
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struct rcti;
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struct ColorManagedDisplaySettings;
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struct ColorManagedViewSettings;
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/* New */
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struct RenderResult *render_result_new(struct Render *re,
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struct rcti *partrct, int crop, int savebuffers, const char *layername, const char *viewname);
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struct RenderResult *render_result_new_from_exr(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
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void render_result_view_new(struct RenderResult *rr, const char *viewname);
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void render_result_views_new(struct RenderResult *rr, struct RenderData *rd);
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/* Merge */
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void render_result_merge(struct RenderResult *rr, struct RenderResult *rrpart);
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/* Add Passes */
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void render_result_clone_passes(struct Render *re, struct RenderResult *rr, const char *viewname);
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void render_result_add_pass(struct RenderResult *rr, const char *name, int channels, const char *chan_id, const char *layername, const char *viewname);
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/* Free */
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void render_result_free(struct RenderResult *rr);
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void render_result_free_list(struct ListBase *lb, struct RenderResult *rr);
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/* Single Layer Render */
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void render_result_single_layer_begin(struct Render *re);
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void render_result_single_layer_end(struct Render *re);
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/* EXR Tile File Render */
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void render_result_save_empty_result_tiles(struct Render *re);
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void render_result_exr_file_begin(struct Render *re);
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void render_result_exr_file_end(struct Render *re);
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/* render pass wrapper for gpencil */
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struct RenderPass *gp_add_pass(struct RenderResult *rr, struct RenderLayer *rl, int channels, const char *name, const char *viewname);
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void render_result_exr_file_merge(struct RenderResult *rr, struct RenderResult *rrpart, const char *viewname);
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void render_result_exr_file_path(struct Scene *scene, const char *layname, int sample, char *filepath);
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int render_result_exr_file_read_sample(struct Render *re, int sample);
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int render_result_exr_file_read_path(struct RenderResult *rr, struct RenderLayer *rl_single, const char *filepath);
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/* EXR cache */
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void render_result_exr_file_cache_write(struct Render *re);
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bool render_result_exr_file_cache_read(struct Render *re);
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/* Combined Pixel Rect */
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struct ImBuf *render_result_rect_to_ibuf(struct RenderResult *rr, struct RenderData *rd, const int view_id);
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void render_result_rect_fill_zero(struct RenderResult *rr, const int view_id);
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void render_result_rect_get_pixels(struct RenderResult *rr,
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unsigned int *rect, int rectx, int recty,
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const struct ColorManagedViewSettings *view_settings,
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const struct ColorManagedDisplaySettings *display_settings,
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const int view_id);
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void render_result_views_shallowcopy(struct RenderResult *dst, struct RenderResult *src);
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void render_result_views_shallowdelete(struct RenderResult *rr);
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bool render_result_has_views(struct RenderResult *rr);
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#define FOREACH_VIEW_LAYER_TO_RENDER_BEGIN(re_, iter_) \
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{ \
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int nr_; \
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ViewLayer *iter_; \
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for (nr_ = 0, iter_ = (re_)->view_layers.first; \
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iter_ != NULL; \
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iter_ = iter_->next, nr_++) \
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{ \
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if (!G.background && (re_)->r.scemode & R_SINGLE_LAYER) { \
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if (nr_ != re->active_view_layer) { \
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continue; \
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} \
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} \
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else { \
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if ((iter_->flag & VIEW_LAYER_RENDER) == 0) { \
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continue; \
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} \
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}
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#define FOREACH_VIEW_LAYER_TO_RENDER_END \
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} \
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} ((void)0)
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#endif /* __RENDER_RESULT_H__ */
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