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Wrong passes are used when switching render engines
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Description

Blender render uses Cycles passes for some reason.
I rendered the scene in Cycles with diffuse, UV, and combined pass. Then switched to Blender render to only render another UV pass, but when rendering, passes include those that were used in Cycles. Also takes a lot more time than expected.

http://www.pasteall.org/pic/show.php?id=60674

Compositing wasn't in use, material override didn't help, deleting Cycles materials didn't cut it either. Only thing that helped was going back to Cycles render and disabling those render passes.

# Blender version with error
2.69.1 r60681, 2.68a
on Linux 32-bit, nVidia graphics

# Steps for others to reproduce the error (preferably based on attached .blend file)
- Open attached .blend
- Press F12 to render (small resolution)
- See render passes in UV/Image editor


Event Timeline

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Unknown Status.Nov 27 2013, 5:34 AM
Brecht Van Lommel (brecht) claimed this task.

The passes are indeed still enabled but hidden in the UI. I'd like the system to be a bit smarter here but for now don't consider this a bug, we can't really fix this until we add a system for render engines to register custom passes, and that is still a way off.