RenderEngine(bpy_struct)#
Simple Render Engine#
import bpy
import array
class CustomRenderEngine(bpy.types.RenderEngine):
# These three members are used by blender to set up the
# RenderEngine; define its internal name, visible name and capabilities.
bl_idname = "CUSTOM"
bl_label = "Custom"
bl_use_preview = True
# Init is called whenever a new render engine instance is created. Multiple
# instances may exist at the same time, for example for a viewport and final
# render.
def __init__(self):
self.scene_data = None
self.draw_data = None
# When the render engine instance is destroy, this is called. Clean up any
# render engine data here, for example stopping running render threads.
def __del__(self):
pass
# This is the method called by Blender for both final renders (F12) and
# small preview for materials, world and lights.
def render(self, depsgraph):
scene = depsgraph.scene
scale = scene.render.resolution_percentage / 100.0
self.size_x = int(scene.render.resolution_x * scale)
self.size_y = int(scene.render.resolution_y * scale)
# Fill the render result with a flat color. The framebuffer is
# defined as a list of pixels, each pixel itself being a list of
# R,G,B,A values.
if self.is_preview:
color = [0.1, 0.2, 0.1, 1.0]
else:
color = [0.2, 0.1, 0.1, 1.0]
pixel_count = self.size_x * self.size_y
rect = [color] * pixel_count
# Here we write the pixel values to the RenderResult
result = self.begin_result(0, 0, self.size_x, self.size_y)
layer = result.layers[0].passes["Combined"]
layer.rect = rect
self.end_result(result)
# For viewport renders, this method gets called once at the start and
# whenever the scene or 3D viewport changes. This method is where data
# should be read from Blender in the same thread. Typically a render
# thread will be started to do the work while keeping Blender responsive.
def view_update(self, context, depsgraph):
region = context.region
view3d = context.space_data
scene = depsgraph.scene
# Get viewport dimensions
dimensions = region.width, region.height
if not self.scene_data:
# First time initialization
self.scene_data = []
first_time = True
# Loop over all datablocks used in the scene.
for datablock in depsgraph.ids:
pass
else:
first_time = False
# Test which datablocks changed
for update in depsgraph.updates:
print("Datablock updated: ", update.id.name)
# Test if any material was added, removed or changed.
if depsgraph.id_type_updated('MATERIAL'):
print("Materials updated")
# Loop over all object instances in the scene.
if first_time or depsgraph.id_type_updated('OBJECT'):
for instance in depsgraph.object_instances:
pass
# For viewport renders, this method is called whenever Blender redraws
# the 3D viewport. The renderer is expected to quickly draw the render
# with OpenGL, and not perform other expensive work.
# Blender will draw overlays for selection and editing on top of the
# rendered image automatically.
def view_draw(self, context, depsgraph):
# Lazily import GPU module, so that the render engine works in
# background mode where the GPU module can't be imported by default.
import gpu
region = context.region
scene = depsgraph.scene
# Get viewport dimensions
dimensions = region.width, region.height
# Bind shader that converts from scene linear to display space,
gpu.state.blend_set('ALPHA_PREMULT')
self.bind_display_space_shader(scene)
if not self.draw_data or self.draw_data.dimensions != dimensions:
self.draw_data = CustomDrawData(dimensions)
self.draw_data.draw()
self.unbind_display_space_shader()
gpu.state.blend_set('NONE')
class CustomDrawData:
def __init__(self, dimensions):
import gpu
# Generate dummy float image buffer
self.dimensions = dimensions
width, height = dimensions
pixels = width * height * array.array('f', [0.1, 0.2, 0.1, 1.0])
pixels = gpu.types.Buffer('FLOAT', width * height * 4, pixels)
# Generate texture
self.texture = gpu.types.GPUTexture((width, height), format='RGBA16F', data=pixels)
# Note: This is just a didactic example.
# In this case it would be more convenient to fill the texture with:
# self.texture.clear('FLOAT', value=[0.1, 0.2, 0.1, 1.0])
def __del__(self):
del self.texture
def draw(self):
from gpu_extras.presets import draw_texture_2d
draw_texture_2d(self.texture, (0, 0), self.texture.width, self.texture.height)
# RenderEngines also need to tell UI Panels that they are compatible with.
# We recommend to enable all panels marked as BLENDER_RENDER, and then
# exclude any panels that are replaced by custom panels registered by the
# render engine, or that are not supported.
def get_panels():
exclude_panels = {
'VIEWLAYER_PT_filter',
'VIEWLAYER_PT_layer_passes',
}
panels = []
for panel in bpy.types.Panel.__subclasses__():
if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
if panel.__name__ not in exclude_panels:
panels.append(panel)
return panels
def register():
# Register the RenderEngine
bpy.utils.register_class(CustomRenderEngine)
for panel in get_panels():
panel.COMPAT_ENGINES.add('CUSTOM')
def unregister():
bpy.utils.unregister_class(CustomRenderEngine)
for panel in get_panels():
if 'CUSTOM' in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove('CUSTOM')
if __name__ == "__main__":
register()
GPU Render Engine#
import bpy
class CustomGPURenderEngine(bpy.types.RenderEngine):
bl_idname = "CUSTOM_GPU"
bl_label = "Custom GPU"
# Request a GPU context to be created and activated for the render method.
# This may be used either to perform the rendering itself, or to allocate
# and fill a texture for more efficient drawing.
bl_use_gpu_context = True
def render(self, depsgraph):
# Lazily import GPU module, since GPU context is only created on demand
# for rendering and does not exist on register.
import gpu
# Perform rendering task.
pass
def register():
bpy.utils.register_class(CustomGPURenderEngine)
def unregister():
bpy.utils.unregister_class(CustomGPURenderEngine)
if __name__ == "__main__":
register()
base class — bpy_struct
subclasses —
HydraRenderEngine
- class bpy.types.RenderEngine(bpy_struct)#
Render engine
- bl_idname#
- Type:
string, default “”, (never None)
- bl_label#
- Type:
string, default “”, (never None)
- bl_use_alembic_procedural#
Support loading Alembic data at render time
- Type:
boolean, default False
- bl_use_custom_freestyle#
Handles freestyle rendering on its own, instead of delegating it to EEVEE
- Type:
boolean, default False
- bl_use_eevee_viewport#
Uses EEVEE for viewport shading in Material Preview shading mode
- Type:
boolean, default False
- bl_use_gpu_context#
Enable OpenGL context for the render method, for engines that render using OpenGL
- Type:
boolean, default False
- bl_use_image_save#
Save images/movie to disk while rendering an animation. Disabling image saving is only supported when bl_use_postprocess is also disabled.
- Type:
boolean, default True
- bl_use_materialx#
Use MaterialX for exporting materials to Hydra
- Type:
boolean, default False
- bl_use_postprocess#
Apply compositing on render results
- Type:
boolean, default False
- bl_use_preview#
Render engine supports being used for rendering previews of materials, lights and worlds
- Type:
boolean, default False
- bl_use_shading_nodes_custom#
Don’t expose Cycles and EEVEE shading nodes in the node editor user interface, so separate nodes can be used instead
- Type:
boolean, default True
- bl_use_spherical_stereo#
Support spherical stereo camera models
- Type:
boolean, default False
- bl_use_stereo_viewport#
Support rendering stereo 3D viewport
- Type:
boolean, default False
- is_animation#
- Type:
boolean, default False
- is_preview#
- Type:
boolean, default False
- layer_override#
- Type:
boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
- render
- Type:
RenderSettings
, (readonly)
- resolution_x#
- Type:
int in [-inf, inf], default 0, (readonly)
- resolution_y#
- Type:
int in [-inf, inf], default 0, (readonly)
- temporary_directory#
- Type:
string, default “”, (readonly, never None)
- use_highlight_tiles#
- Type:
boolean, default False
- update(data=None, depsgraph=None)#
Export scene data for render
- render(depsgraph)#
Render scene into an image
- render_frame_finish()#
Perform finishing operations after all view layers in a frame were rendered
- draw(context, depsgraph)#
Draw render image
- bake(depsgraph, object, pass_type, pass_filter, width, height)#
Bake passes
- Parameters:
pass_type (enum in Bake Pass Type Items) – Pass, Pass to bake
pass_filter (int in [0, inf]) – Pass Filter, Filter to combined, diffuse, glossy and transmission passes
width (int in [0, inf]) – Width, Image width
height (int in [0, inf]) – Height, Image height
- view_update(context, depsgraph)#
Update on data changes for viewport render
- view_draw(context, depsgraph)#
Draw viewport render
- update_script_node(node=None)#
Compile shader script node
- update_render_passes(scene=None, renderlayer=None)#
Update the render passes that will be generated
- tag_redraw()#
Request redraw for viewport rendering
- tag_update()#
Request update call for viewport rendering
- begin_result(x, y, w, h, layer='', view='')#
Create render result to write linear floating-point render layers and passes
- Parameters:
x (int in [0, inf]) – X
y (int in [0, inf]) – Y
w (int in [0, inf]) – Width
h (int in [0, inf]) – Height
layer (string, (optional, never None)) – Layer, Single layer to get render result for
view (string, (optional, never None)) – View, Single view to get render result for
- Returns:
Result
- Return type:
- update_result(result)#
Signal that pixels have been updated and can be redrawn in the user interface
- Parameters:
result (
RenderResult
) – Result
- end_result(result, cancel=False, highlight=False, do_merge_results=False)#
All pixels in the render result have been set and are final
- Parameters:
result (
RenderResult
) – Resultcancel (boolean, (optional)) – Cancel, Don’t mark tile as done, don’t merge results unless forced
highlight (boolean, (optional)) – Highlight, Don’t mark tile as done yet
do_merge_results (boolean, (optional)) – Merge Results, Merge results even if cancel=true
- add_pass(name, channels, chan_id, layer='')#
Add a pass to the render layer
- Parameters:
name (string, (never None)) – Name, Name of the Pass, without view or channel tag
channels (int in [0, inf]) – Channels
chan_id (string, (never None)) – Channel IDs, Channel names, one character per channel
layer (string, (optional, never None)) – Layer, Single layer to add render pass to
- get_result()#
Get final result for non-pixel operations
- Returns:
Result
- Return type:
- test_break()#
Test if the render operation should been canceled, this is a fast call that should be used regularly for responsiveness
- Returns:
Break
- Return type:
boolean
- pass_by_index_get(layer, index)#
pass_by_index_get
- Parameters:
layer (string, (never None)) – Layer, Name of render layer to get pass for
index (int in [0, inf]) – Index, Index of pass to get
- Returns:
Index, Index of pass to get
- Return type:
- active_view_get()#
active_view_get
- Returns:
View, Single view active
- Return type:
string, (never None)
- active_view_set(view)#
active_view_set
- Parameters:
view (string, (never None)) – View, Single view to set as active
- camera_shift_x(camera, use_spherical_stereo=False)#
camera_shift_x
- Parameters:
use_spherical_stereo (boolean, (optional)) – Spherical Stereo
- Returns:
Shift X
- Return type:
float in [0, inf]
- camera_model_matrix(camera, use_spherical_stereo=False)#
camera_model_matrix
- Parameters:
use_spherical_stereo (boolean, (optional)) – Spherical Stereo
- Returns:
Model Matrix, Normalized camera model matrix
- Return type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf]
- use_spherical_stereo(camera)#
use_spherical_stereo
- Returns:
Spherical Stereo
- Return type:
boolean
- update_stats(stats, info)#
Update and signal to redraw render status text
- Parameters:
stats (string, (never None)) – Stats
info (string, (never None)) – Info
- frame_set(frame, subframe)#
Evaluate scene at a different frame (for motion blur)
- Parameters:
frame (int in [-inf, inf]) – Frame
subframe (float in [0, 1]) – Subframe
- update_progress(progress)#
Update progress percentage of render
- Parameters:
progress (float in [0, 1]) – Percentage of render that’s done
- update_memory_stats(memory_used=0.0, memory_peak=0.0)#
Update memory usage statistics
- Parameters:
memory_used (float in [0, inf], (optional)) – Current memory usage in megabytes
memory_peak (float in [0, inf], (optional)) – Peak memory usage in megabytes
- report(type, message)#
Report info, warning or error messages
- Parameters:
type (enum set in Wm Report Items) – Type
message (string, (never None)) – Report Message
- error_set(message)#
Set error message displaying after the render is finished
- Parameters:
message (string, (never None)) – Report Message
- bind_display_space_shader(scene)#
Bind GLSL fragment shader that converts linear colors to display space colors using scene color management settings
- unbind_display_space_shader()#
Unbind GLSL display space shader, must always be called after binding the shader
- support_display_space_shader(scene)#
Test if GLSL display space shader is supported for the combination of graphics card and scene settings
- Returns:
Supported
- Return type:
boolean
- get_preview_pixel_size(scene)#
Get the pixel size that should be used for preview rendering
- Returns:
Pixel Size
- Return type:
int in [1, 8]
- free_blender_memory()#
Free Blender side memory of render engine
- tile_highlight_set(x, y, width, height, highlight)#
Set highlighted state of the given tile
- Parameters:
x (int in [0, inf]) – X
y (int in [0, inf]) – Y
width (int in [0, inf]) – Width
height (int in [0, inf]) – Height
highlight (boolean) – Highlight
- tile_highlight_clear_all()#
The temp directory used by Blender
- register_pass(scene, view_layer, name, channels, chanid, type)#
Register a render pass that will be part of the render with the current settings
- Parameters:
name (string, (never None)) – Name
channels (int in [1, 8]) – Channels
chanid (string, (never None)) – Channel IDs
type (enum in ['VALUE', 'VECTOR', 'COLOR']) – Type
- classmethod bl_rna_get_subclass(id, default=None)#
- Parameters:
id (string) – The RNA type identifier.
- Returns:
The RNA type or default when not found.
- Return type:
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)#
- Parameters:
id (string) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type