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Multiple Comps

You know, so if I want to render a scene in different ways I don't have to lose my current compositor layout and make a different one or have to duplicate the scene entirely

what I propose is to have multiple COMPs just like materials which you could switch between and assign to different scenes or cameras.

picture this: you're making archviz. or game assets or mechanical design and you just NEED to be able to render the following: "quick preview" images (for example an EEVEE image with a bright HDRI so you can easily see all the detail) "photoreal/cinematic" (shots where you might use a different lighting, maybe more shadows to get better contrast, maybe more volumetric effects which make the image look good but make the objects not as easy to distinguish) " auxilliary " maybe you're sculpting and you want to quickly want to shot just your geometry with no textures and even lighting, maybe you're making game assets in which case you'd need to have a simple, minimal render with your topology clearly visible, or maybe you're doing architecture in which case you'd need sketch renders (with freestyle) or dimensional plans using the MeasureIt-ARCH add-on

* you need to quickly churn out all of these WHILE you're still modelling and adding/changing stuff in your scene * and you can't just make a duplicate scene then copy your stuff from the old one everytime

100%

Development Status: Open

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meutzitzu
28 Apr 2020

2 Comments

ok-what

I've included this idea as part of my "Proposal: Using compositor nodes on VSE strips" .
There is another duplicate of the idea to have multiple comps here . I'm gathering these duplicates into the single discussion on the forum page so that the discussion isn't fragmented in multiple places. If you have thoughts on it I'd like to hear them.

Vyach

Agree, that it will be nicer to have multiple compositing trees instead groups.