[Bf-cycles] Fwd: Viewport render keyboard shortcut + minor Cycles viewport interface consideration
Bassam Kurdali
bassam at urchn.org
Mon Sep 9 18:35:10 CEST 2013
I've often got caught out from that too!
I have some related issues with the renderlayer isolation button, but
the solution there is less obvious.
On Sun, 2013-09-08 at 09:04 +0200, Greg Zaal wrote:
> Yep, would be nice if it unpaused when starting the render. Even
> knowing about this I've often just waited for the render to start,
> then a few minutes later realized that it was paused all along.
>
>
> On 8 September 2013 02:18, David Black <db4tech at yahoo.co.uk> wrote:
> Ah, okay.
>
> After looking at your Shift Z key binding code commit, would
> the simplest solution for now (hopefully requiring the least
> coding) be to have 'Shift Z' toggle render / pause (in the
> same way 'Alt Z' toggles solid / texture)? 'Z' takes you back
> to non-rendered viewport.
>
> Actually that last point reminds me of a little something you
> may want to add to the end of your to-do list, not important,
> not a bug, just a little tweak for the future.
> If someone pauses the viewport while it's rendering, then
> presses 'Z' to switch back to non-rendered viewport, at a
> later time click 'Viewport Shading Rendered', they might
> wonder why nothing is happening and the samples are stuck at
> 0.
>
> A slight modification could be, pressing 'Z' resets the pause
> state and returns to non-rendered viewport. Hopefully a
> helpful idea for some future time.
>
> David
>
> --
>
> 3d-designs-davidblack.blogspot.com
>
>
> On 07/09/2013 21:26, Brecht Van Lommel wrote:
>
> > 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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