[Bf-viewport] Blender 2.8 Viewport Development

Ton Roosendaal ton at blender.org
Wed Sep 28 20:50:59 CEST 2016


Hi,

Hey. I'm mostly just teasing, I really have nothing against wires or line drawing! 

I want to inspire everyone to rethink old conventions with fresh minds and make sure we're developing a strong vision for how a 3d creation tool would look like in the next decade. 

For example: also CAD and Archviz software are developing very fast, they explore ways to make architects and designers more productive. We should embrace that too and dare to innovate.

(* Just one example: http://home.lagoa.com/ <http://home.lagoa.com/>)

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation, Producer Blender Institute
Support us - join blender.cloud or Blender Dev Fund.

> On 28 Sep 2016, at 01:18, Carlo Andreacchio <carlo at convergen.com.au> wrote:
> 
> Hi all, nice work with laying the framework for the viewport development.
> 
> I have a little bit of feedback on the blog post.
> 
> > Groundbreak to illustrate how wireframes are a poor choice for some (if not all) tasks
> 
> I understand that this is under the character modelling part of the document, however there was no other area for modelling.
> 
> Underneath under shading section of the blog post, I do not see a pure wireframe mode, there is solid wireframe overlays, and depth wires (which I assume is wireframe mode but it clips off the wires behind it from the faces). Removing wireframe mode hinder the experience of a archviz / infrastructure viz artist.
> 
> Wireframe is essential for tracing out images / pdfs which contain plans (of buildings / roads / pathways etc.etc.etc). In an ideal world the plans would be all in vector formats, but from real world deliveries, most of the time they are flattened pdfs.
> 
> In addition to plan modelling, we also sometimes receive models created by automatic means (lidar / dem / etc.etc.etc), and sometimes models from programs that do not export nicely. These models usually come with internal faces, overlapping faces and other craziness which is not blenders fault. Wireframe is essential to cleaning up these meshes in preparation for use for render.
> 
> Talking with our other artists, they all agree that its great that blender is trying to change up the workflow & excited for the new options they are suggesting, but wireframe mode is a modelling essential for archviz.
> 
> It would be great to get the developer's thoughts on this and keep the discussion open.
> 
> Kind Regards
> Carlo
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