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Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 9b06e11fd88..60e49161be2 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -60,7 +60,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
b_render(b_engine.render()),
b_depsgraph(b_depsgraph),
b_scene(b_scene),
- b_scene_layer(b_engine.scene_layer()),
+ b_view_layer(b_engine.view_layer()),
b_v3d(PointerRNA_NULL),
b_rv3d(PointerRNA_NULL),
python_thread_state(NULL)
@@ -90,7 +90,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
b_render(b_scene.render()),
b_depsgraph(b_depsgraph),
b_scene(b_scene),
- b_scene_layer(b_engine.scene_layer()),
+ b_view_layer(b_engine.view_layer()),
b_v3d(b_v3d),
b_rv3d(b_rv3d),
width(width),
@@ -165,7 +165,7 @@ void BlenderSession::create_session()
else {
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
- sync->sync_render_layers(b_v3d, NULL);
+ sync->sync_view_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height, "");
}
@@ -222,7 +222,7 @@ void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_)
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
BL::Object b_camera_override(b_engine.camera_override());
- sync->sync_render_layers(b_v3d, NULL);
+ sync->sync_view_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height, "");
@@ -383,13 +383,13 @@ void BlenderSession::render()
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
/* render each layer */
- BL::Scene::render_layers_iterator b_layer_iter;
+ BL::Scene::view_layers_iterator b_layer_iter;
BL::RenderResult::views_iterator b_view_iter;
/* We do some special meta attributes when we only have single layer. */
- const bool is_single_layer = (b_scene.render_layers.length() == 1);
+ const bool is_single_layer = (b_scene.view_layers.length() == 1);
- for(b_scene.render_layers.begin(b_layer_iter); b_layer_iter != b_scene.render_layers.end(); ++b_layer_iter) {
+ for(b_scene.view_layers.begin(b_layer_iter); b_layer_iter != b_scene.view_layers.end(); ++b_layer_iter) {
b_rlay_name = b_layer_iter->name();
/* temporary render result to find needed passes and views */
@@ -1311,7 +1311,7 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
int length;
int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */
- b_point_density_node.calc_point_density(b_scene, b_scene_layer, settings, &length, &pixels);
+ b_point_density_node.calc_point_density(b_scene, b_view_layer, settings, &length, &pixels);
}
}