Sending Jobs to the Queue¶
From the N-panel¶
The Jobs section of the N-panel lists all Scene nodes in the current graph (or all graphs if All Trees is enabled).
For each job, you can:
- Add to Batch (+) — add the job to the batch list, to be sent later along with other batched jobs
Each Scene node also has its own Add to Queue button, and there's a global Add to Queue button at the bottom of the N-panel that evaluates and submits the entire active node tree at once.
For a fast local check that doesn't touch the queue at all, use a Playblast node instead — it renders through the viewport immediately, in your current session.
From a Scheduler node¶
Click Queue All Jobs on a Scheduler node to send all connected Scene nodes to the queue in one action. A dialog lets you choose whether to add them as paused.
All Trees toggle¶
The All Trees toggle in the N-panel controls whether the jobs list and batch list show jobs from all node graphs in the file, or only from the currently active graph.
- On — all graphs are visible; useful for managing a full project's render queue from one place
- Off — only the active graph's jobs are shown; useful when working on a specific part of the project
How multi-layer jobs reach the queue¶
A Scene node with 2+ View Layer nodes connected reaches the queue in one of three ways, decided automatically:
- Merged — if every layer shares the same camera/world/render settings and none has an object override, they're rendered together as native Blender view layers on one shared scene and submitted as a single queue job. This is the fastest option and needs no configuration.
- Grouped — if they can't merge, but the Scene node's Group layers in queue toggle is on (the default) and no layer has an object override, all layers are still built into one blend file and submitted as a single queue job with a LAYERS section listing each one.
- Separate — if any layer has an object override, or Group layers in queue is off, each layer gets its own temp blend file and becomes its own queue job, so it can be paused, retried, or reordered independently of the others.
Object overrides always force separate blend files regardless of the Group layers in queue setting — overriding an object mutates shared data, so grouping would let one layer's override bleed into another's scene.
Job validation¶
Before a job is sent to the queue, Scene Assembler validates the configuration:
- A base scene must be selected on the Scene node
- An output path must be set (on the Scene node or Output Defaults)
- If camera burst is active, a burst collection with at least one camera is required
If validation fails, an error dialog lists all problems. The job is not sent until all issues are resolved.