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Workbench: X-Ray Fresnel
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Authored by Pablo Dobarro (pablodp606) on Sun, Nov 17, 8:06 PM.
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When using X-Ray in sculpt mode with a single color mode it's hard to
visualize different objects in the viewport when they are intersecting.

The X-Ray fresnel options adds an extra white rim to the objects on top
of the studiolight, making the scene much easier to read, especially with
dark matcaps.

Suggested by @Julien Kaspar (JulienKaspar)

Diff Detail

rB Blender
wb-xray-fresnel (branched from master)
Build Status
Buildable 5710
Build 5710: arc lint + arc unit

Event Timeline

Jeroen Bakker (jbakker) requested changes to this revision.Mon, Nov 18, 9:35 AM

I would like that this option would also work for other shading modes, It is currently too isolated and the implementation is rough on the edges. Doesn't this need an slider for the amount of Fresnel to render.
Perhaps first come up with a design so we can discuss with others what workflows would benefit this so we can find the exact requirements and build a solution on actual requirements.

I'm not found of using the matcap_uv as a base, also reducing the diffuse color seems to be very strange.

This revision now requires changes to proceed.Mon, Nov 18, 9:35 AM

I think X-ray reads better with fresnel added, I'm not sure if it's worth adding another checkbox to activate it, and another one to set the intensity.
What about having the fresnel color as a theme option. The fresnel color is multiplied by this value. This way we can disable it or tweak the intensity .
It looks like something that you want once and for all , rather than a case by case depending on the viewport / scene.

Just my two cents !

I like the new option quite a lot, but personally I think it would look a lot better if there was a mix between the two methods. What I mean is that it would be a lot easier to see your selected object/objects if they had that effect while the rest of the model looked like the old option. Would be far easier to determine what you're looking at that way, the way I see it.