Non-destructive node based Rendering Workflow
The idea is to have an editor (Like the shading, properties or outliner editors) where the incoming scene can be split out into render nodes.
You could have a render node setup for a certain characters bty layer and their shadow layer. Then a layer for the background. We could add render Setting nodes that could be placed above each renderNode to define render settings. Remove nodes for removing certain scene graph locations. We could then have material assignment and cel statement like methods for gather scenegraph locations to set attributes, camera visibility for example. These nodes have parameters for things like on disk render locations. We would also add the renderNode names as arguments to be passed through for command line rendering.
This would replace the current renderlayer system. Completely replace the idea of "scene linking" with a node based visually flowing workflow so that artists can see what's happening throughout all of their render layers. In vfx studios it's not uncommon to be outputting 20+ layers and it is a big disadvantage of Blenders to not have a scalable solution to this problem.
Foundrys Katana uses this kind of solution for the entire shading, lighting and rendering pipeline. I am not proposing this. I am simply proposing a node based way to non-destructively setup render layers, easily control output locations, layer setup and what render settings each layer uses.
As addition it would be amazing to be able to adjust lighting on a per renderlayer basis as well but I understand that this might be too much of a hassle and could be something that comes at a later date.
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Following up on this again. I ended up writing this tool for my own projects and put some work into getting it made into an addon. It's on Gumroad if anyone is interested. I made a discord for it as well.
It's called BlenderNodeBasedRenderEditor on Gumroad. I can't seem to link it in the comment
Hey all, just following up form this. Since making this post I wanted this feature so desperatly I've gone and made it myself. Hopefully i'll release a video of it this weekend or next. But it's almost fully functional.
Hey, I found another post a while ago which described a non-destructive rendering workflow which reminded me a lot of Houdini Solaris and Katana. Maybe you want to give it a look since the author put a lot of work into it, maybe like it to get more attention on this issue, and I hope to see soon a node based and non destructive workflow in blender.
blender.community/c/rightclickselect/1phbbc/
This is a great write up. Think the only thing is that there's too many nodes. The render settings section should all just be one node. We don't need multiple nodes for eac hdifferent parameter. I think as well the idea of having a node per renderlayer so that the scene can be viewed from that node would also be good. Otherwise it was a great write up.
Compositor?
Nah this would be different to the compositor. This would be for 3D work to output multiple layers