You are not being dense at all, @nathanletwory, seeing that your questions are quite on point. My explaination was maybe too sparse.
In the case of the changequeue, I was somewhat worried about having it continuously activated, as I percieved it as a suboptimal solution; unless the viewport rendering solution was active, in which case, in order to have the desired behaviour it was unavoidable.
What I mean is that it is not compulsory to use it continuously, but it seems that it might be a solution to several problems I encountered (creation/deletion of materials and the previous univocous identification of names)
Are you somehow also wanting to save the geometry and render content data to a fileformat, while also feeding it directly to a rendering solution?
That is true, i want to be able to do that, but i think I could do this regardless of the changequeue being active or not thanks to the parallel scene structure.
Thus, maybe the way to go is to initiate a ChangeQueue with the plugin as a unique instance (singleton), and register every change of the scene continuously to my secondary structure? Will it impact the performance significantly? It is probable that, as they say, “the trees didnt allow me to see the forest”.
Also, answering this:
Or is there object data that you need besides the mesh geometry, materials, lights and view?
Environments would be necessary as well.
Thanks in advance.