Make Matcap work globally #37961

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opened 2013-12-27 02:27:04 +01:00 by William Reynish · 13 comments

When Matcap is used, apply it to the entire scene. This is needed for unifying the shading menu.

When Matcap is used, apply it to the entire scene. This is needed for unifying the shading menu.
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Changed status to: 'Open'

Changed status to: 'Open'
Campbell Barton was assigned by William Reynish 2013-12-27 02:27:04 +01:00
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Added subscribers: @billrey, @scottyp, @ThomasDinges, @brecht, @JonathanWilliamson, @DataDay, @ideasman42, @BartekMoniewski, @lichtwerk, @Brachi

Added subscribers: @billrey, @scottyp, @ThomasDinges, @brecht, @JonathanWilliamson, @DataDay, @ideasman42, @BartekMoniewski, @lichtwerk, @Brachi

Added subscriber: @ZsoltStefan

Added subscriber: @ZsoltStefan

+1 for the proposal!

Even better would be an additional per-object setting that overrides this (in the Object properties, Display panel). Such as a "MatCap to use" button, which would open the little window with the available matcaps and also have an entry "NONE". (This would of course only have an effect inside the global shading mode "Matcaps")
This would be a quick way to shade a scene for the realtime OpenGL viewport (eg. showing 3D models in the viewport to clients...).

+1 for the proposal! Even better would be an additional per-object setting that overrides this (in the Object properties, Display panel). Such as a "MatCap to use" button, which would open the little window with the available matcaps and also have an entry "NONE". (This would of course only have an effect inside the global shading mode "Matcaps") This would be a quick way to shade a scene for the realtime OpenGL viewport (eg. showing 3D models in the viewport to clients...).

Added subscriber: @PawelLyczkowski-1

Added subscriber: @PawelLyczkowski-1

I approve, a global MatCap would have much better usability than single object MatCap.

I approve, a global MatCap would have much better usability than single object MatCap.

Added D256 which implements this

Added [D256](https://archive.blender.org/developer/D256) which implements this

This was added this fairly recently and changing the behavior is trivial.

Before committing I'd like to know why Ton chose to do it this way in the first place and if he objects to applying this to all geometry.

This was added this fairly recently and changing the behavior is trivial. Before committing I'd like to know why Ton chose to do it this way in the first place and if he objects to applying this to all geometry.
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Added subscriber: @Ton

Added subscriber: @Ton
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Nice, all kinds of personal preferences and ideas for things that would be nice etc etc. Is this now a feature request tracker system?

I would just spend time on designing better viewport conventions and design in first place. Get someone who does substantial work on viewport, maintain it. make it stable, and then discuss features. My 2 cents.

Nice, all kinds of personal preferences and ideas for things that would be nice etc etc. Is this now a feature request tracker system? I would just spend time on designing better viewport conventions and design in first place. Get someone who does substantial work on viewport, maintain it. make it stable, and then discuss features. My 2 cents.

The feature is simple, I dont have a horse in this race (so to speak) but like to commit or close this ticket.

From Ton's reply I get this impression he thinks this is opening tickets for really small issues when we have much bigger tasks we should be focusing on. (getting caught up in details when viewport could use a rewrite/refactor)... which makes sense.

The feature is simple, I dont have a horse in this race (so to speak) but like to commit or close this ticket. From Ton's reply I get this impression he thinks this is opening tickets for really small issues when we have much bigger tasks we should be focusing on. (getting caught up in details when viewport could use a rewrite/refactor)... which makes sense.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

applied D256, closing.

applied [D256](https://archive.blender.org/developer/D256), closing.
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Reference: blender/blender#37961
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