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

Brecht Van Lommel brechtvanlommel at pandora.be
Sat Sep 7 22:26:07 CEST 2013


The combined buttons looks nice but doesn't help avoiding the
limitation. Anyway, is mostly a matter of me spending some time to
make pause/resume a general feature of the render engine API instead
of just doing it with this simple button.

On Sat, Sep 7, 2013 at 10:03 AM, David Black <db4tech at yahoo.co.uk> wrote:
> 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
>
> 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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