[Bf-viewport] Blender 2.8 Viewport Development

Brecht Van Lommel brechtvanlommel at pandora.be
Fri Sep 30 23:45:49 CEST 2016


Hi,

Thanks for writing down the discussion. If I understand it correctly I
agree about the UI data and scene data distinction, and so a distinction
between layers and plates.

On the scene data side I think you need object layers (or groups) for
organizing scene data, and render layers for decomposing the scene so it
can be manipulated and recomposed in a compositor. A render layer may also
produce multiple passes / AOVs. I've explained my view in more detail in
the layer manager task and don't want to start a layer discussion here, but
it's all related of course.

In the viewport you could display the entire scene, one specific render
layer, and ideally also the output of the compositor recomposing multiple
render layers. The viewport would draw things like widgets or selection
outlines on top of that. It would also give control over filtering out
certain types of objects or shading objects in some way that's different
than the final render.

To some extent such viewport options duplicate render layer options, but I
think it make sense to be able to use e.g. a matcap for sculpting while
using a different material in the final render, or to temporarily hide all
hair in the viewport but not disable it in the final render. It's tempting
to unify things here but mixing UI and scene data is problematic.

We want the viewport to be extensible, and modern realtime rendering often
works in multiple passes, and I guess that's where the concept of plates
comes into it. In my opinion the details of how this works should be hidden
from the user. From the user point of view plates could add extra viewport
options, and tasks may contain presets of such viewport options. But what
exactly a plate is should not be known to the user, it should be whatever
is needed to make the API work best for developers.

Regards,
Brecht.

On Fri, Sep 30, 2016 at 9:35 PM, Dalai Felinto <dfelinto at gmail.com> wrote:

>> ​Hi,
>
> ​I had an informal meeting last Wednesday with Ton regarding the proposed
> design (after it was posted on code.blender.org), as well as the next
> steps.
>
> You can read the write up of the discussion here (2 pages only)​
>  Blender 2.8 Viewport Meeting - 16.09.28
> <https://docs.google.com/document/d/1xQUIg8OsIfRTCu0Qd2FqhtPnlYk2F-HjaYaOHV6hXUA/edit?usp=drive_web>
>>> (
> I'll leave on google.docs for now in case someone wants to make inline
> comments there
> ​)
>>
> It should shed some light on how the features presented in
> code.blender.org can fit in the paradigm of layer management and data
> design.
>
> It should also address Brecht's questions on different edit-modes in
> different viewports. Basically although it may have been possible (or so
> Sergey told me), we will keep this aspect of Blender how it is now.
>
> > I'm just wondering, how will freestyle fit into the new viewport/render?
>
> It really depends on the Freestyle code, which I haven't looked at. It
> would be incredible to have it working in the viewport, but it may require
> too many changes to its code (I think freestyle is not designed for
> realtime pipelines).
>
> Regards,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
>
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> Bf-viewport mailing list
> Bf-viewport at blender.org
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>
>
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