[Bf-cycles] Fwd: Viewport render keyboard shortcut + minor Cycles viewport interface consideration

David Black db4tech at yahoo.co.uk
Sat Sep 7 10:03:49 CEST 2013


Thanks Brecht for your reply and keyboard shortcut implementation,

Sounds logical, look forward to trying the viewport render key combination!

In connection with moving the pause button technical limitation. Been 
having a think plus trying some PS mock-ups. Instead of moving the pause 
button, would modifying the existing 'Viewport Shading' button with a 
pause option (split the button) during viewport render overcome that 
limitation, see mock-up image (link)? In the same way active 
proportional editing opens an attached set of options next to it's 
button and the rest of interface automatically adjusts position.

http://www.pasteall.org/pic/58882

Personally, I find the combined button look quite aesthetically pleasing. :)

Apologies if the above is a daft idea
David
-- 

3d-designs-davidblack.blogspot.com 
<http://www.3d-designs-davidblack.blogspot.com>

On 06/09/2013 14:26, Brecht Van Lommel wrote:
> Alt-ZZ I also wouldn't suggest to use, things like GG and RR are good
> for modal operators, where it isn't going to conflict with anything
> else. But if it would temporarily switch to another mode or add delays
> it's probably best to avoid that.
>
> I think shift-Z to switch to rendered or to pop up a menu to choose
> the draw mode would be ok. I committed the change to let it switch to
> rendered draw mode directly, if many here think this should be a menu
> instead, or have another better idea, it can still be changed.
>
>
> The pause button, yes it would make sense to move, it's there now due
> to a technical limitation. This is part of the addon and they can only
> add buttons at the end, not in arbitrary places, but it could be
> solved.
>
>
> On Fri, Sep 6, 2013 at 1:43 AM, David Black <db4tech at yahoo.co.uk> wrote:
>> Hi Daniel,
>>
>> I also like that idea, although we then have two keys + mouse selection for
>> 'Viewport Shading Rendered'. I tried to think of ways to keep it as simple
>> as possible by just expanding on what we already have, a choice of Alt Z or
>> Alt ZZ.
>>
>> By the way (a bit off topic but in case they view the Cycles ML), I would
>> like to thank whichever developer implemented 'GG' Edge Loop slide, such an
>> elegant idea!
>> Thank you kindly,
>>
>> David
>> --
>>
>> 3d-designs-davidblack.blogspot.com
>>
>> On 06/09/2013 00:06, Daniel Salazar - 3Developer.com wrote:
>>
>> Instead of trying to select hotkeys for every viewport mode I would
>> prefer one hotkey to open a menu, similar to Ctrl Tab in edit mode
>>
>> http://www.pasteall.org/pic/show.php?id=58801
>> Daniel Salazar
>> patazstudio.com
>>
>>
>> On Thu, Sep 5, 2013 at 4:55 PM, Carlo Andreacchio <carlorules at gmail.com>
>> wrote:
>>
>> Hi All,
>>
>> I would vote against using Alt Z-Z to switch to texture viewport first then
>> to cycles. The way texture viewport mode works is that it loads up all the
>> textures in to GPU ram and there is no way of clearing it out of GPU
>> memory... Which then poses a problem for people dealing with large GPU
>> scenes. Having a dedicated key which doesn't switch through any other modes
>> is ideal.
>>
>> I vote for shift Z as Bassam suggested to become the standard hotkey.
>>
>> Carlo
>>
>>
>>
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