Proposal: Replace background images with Image Empties in 2.8x #52668

Closed
opened 2017-09-06 19:17:29 +02:00 by Campbell Barton · 67 comments

Proposal


Image empties were originally added to be an easier to use background image.

Since 2.8x allows to remove some functionality, I'm proposing to remove background images.

  • They're stored in the viewport making it impossible to move to other scenes or viewports. (When "Load UI" is disabled, they're lost for eg).
  • They're difficult to manipulate.
  • They're duplicate code/functionality.

If we need empty-images to support some different draw options, we can always do this.

To make empty images more accessible the Add menu can have a "Background Image" entry with submenu choices "Left", "Top", .., and immediately opening a file browser to select the image. (suggested by @brecht)

What to Keep

The one thing background images can do is draw in the camera with framing options.

I'd suggest this option be moved into the camera data-block (optional draw image/movieclip).

Changes to Empty Images


There are some features from background images we will want to support in empty images.

  • Option only to display in ortho axis-view.
  • Single sided display (to show only in front/back view).

Update: Wrote initial patch D2827

Proposal **** Image empties were originally added to be an easier to use background image. Since 2.8x allows to remove some functionality, I'm proposing to remove background images. - They're stored in the viewport making it impossible to move to other scenes or viewports. *(When "Load UI" is disabled, they're lost for eg)*. - They're difficult to manipulate. - They're duplicate code/functionality. If we need empty-images to support some different draw options, we can always do this. To make empty images more accessible the Add menu can have a "Background Image" entry with submenu choices "Left", "Top", .., and immediately opening a file browser to select the image. (suggested by @brecht) What to Keep ---- The one thing background images can do is draw in the camera with framing options. I'd suggest this option be moved into the camera data-block (optional draw image/movieclip). Changes to Empty Images **** There are some features from background images we will want to support in empty images. - Option only to display in ortho axis-view. - Single sided display (to show only in front/back view). ---- Update: Wrote initial patch [D2827](https://archive.blender.org/developer/D2827)
Author
Owner

Changed status to: 'Open'

Changed status to: 'Open'
Author
Owner

Added subscribers: @ideasman42, @dfelinto, @mont29, @Sergey

Added subscribers: @ideasman42, @dfelinto, @mont29, @Sergey
Campbell Barton changed title from Proposal: Replace background images with Image Empties in Blender2.8 to Proposal: Replace background images with Image Empties in 2.8x 2017-09-06 19:17:38 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

I think this would be good, especially coupling it to the scene instead of the screen would be a good change.

Maybe image empties could be made a bit easier to discover? The Add menu could have a "Background Image" entry with submenu choices "Left", "Top", .., and immediately opening a file browser to select the image.

I think this would be good, especially coupling it to the scene instead of the screen would be a good change. Maybe image empties could be made a bit easier to discover? The Add menu could have a "Background Image" entry with submenu choices "Left", "Top", .., and immediately opening a file browser to select the image.
Member

Added subscriber: @Blendify

Added subscriber: @Blendify
Member

Besides the normal image manipulations one thing the empties lack is the ability to easily assign them to a view.
So, I think we should find some way to easily do this for the empties.

Besides the normal image manipulations one thing the empties lack is the ability to easily assign them to a view. So, I think we should find some way to easily do this for the empties.
Author
Owner

@brecht - good suggestion, added to proposal.

@Blendify - how do you mean assign to a view? I'd assume regular object/layer features would be used here.


Edit, do mean only display the empty in the axis aligned views?
We could use a shader that fades the images out when viewed at an angle.

Single sided drawing might be important too, so you can switch from front to back and see different images.

@brecht - good suggestion, added to proposal. @Blendify - how do you mean assign to a view? I'd assume regular object/layer features would be used here. ---- Edit, do mean only display the empty in the axis aligned views? We could use a shader that fades the images out when viewed at an angle. Single sided drawing might be important too, so you can switch from front to back and see different images.
Member

I was just trying to say the same thing as Brecht

I was just trying to say the same thing as Brecht

Added subscriber: @bliblubli

Added subscriber: @bliblubli

I think Aaron means to make them only visible in top view or camera view for example. That's indeed very usefull. And if it works for empties, it would be great to have it work for all objects. I would add a kind of sprite rendering like in old games, where the image always faces the view, but can also be constrained to only rotate around Z for example. The empty would then have a list of views ([always show, camera, front, back, top, bottom]) were they are displayed or not, and the constraints. Blender current constraint don't work if you have multiple 3D Viewports with different views, but with OpenGL it's ok.
The X-Ray option to draw behind or in front should be enough to have then all functionalities with a much better usability.

I think Aaron means to make them only visible in top view or camera view for example. That's indeed very usefull. And if it works for empties, it would be great to have it work for all objects. I would add a kind of sprite rendering like in old games, where the image always faces the view, but can also be constrained to only rotate around Z for example. The empty would then have a list of views ([always show, camera, front, back, top, bottom]) were they are displayed or not, and the constraints. Blender current constraint don't work if you have multiple 3D Viewports with different views, but with OpenGL it's ok. The X-Ray option to draw behind or in front should be enough to have then all functionalities with a much better usability.
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Member

In general, good suggestion indeed. I see lots of potential here.

In #52668#457526, @ideasman42 wrote:
Edit, do mean only display the empty in the axis aligned views?
We could use a shader that fades the images out when viewed at an angle.

Single sided drawing might be important too, so you can switch from front to back and see different images.

Yeah, I think this could work. Maybe more would be needed (e.g. support showing same image in multiple views with single image empty), but this sounds like a good start.

In general, good suggestion indeed. I see lots of potential here. > In #52668#457526, @ideasman42 wrote: > Edit, do mean only display the empty in the axis aligned views? > We could use a shader that fades the images out when viewed at an angle. > > Single sided drawing might be important too, so you can switch from front to back and see different images. Yeah, I think this could work. Maybe more would be needed (e.g. support showing same image in multiple views with single image empty), but this sounds like a good start.

Added subscriber: @ErickNyanduKabongo

Added subscriber: @ErickNyanduKabongo

This is a feature i use a lot when sculpting, specially when i have hard time to get the proportion right, so it will be good if it has an option to turn it on and off in orthogonal view or perspective view. It will be disturbing to have it stick on your model while in perspective view.

This is a feature i use a lot when sculpting, specially when i have hard time to get the proportion right, so it will be good if it has an option to turn it on and off in orthogonal view or perspective view. It will be disturbing to have it stick on your model while in perspective view.
Author
Owner

@ErickNyanduKabongo noted in proposal "Changes to Empty Images".

@JulianEisel, re:

support showing same image in multiple views with single image empty

Not sure what you mean? Empty images are just objects so they show in multiple views.

@ErickNyanduKabongo noted in proposal *"Changes to Empty Images"*. @JulianEisel, re: > support showing same image in multiple views with single image empty Not sure what you mean? Empty images are just objects so they show in multiple views.

Added subscriber: @AlbertoVelazquez

Added subscriber: @AlbertoVelazquez

imho the actual system works well, and have some features really usefull and have few problems. The images are linked to one view (right, front,...) and don't show in perspective view, also you can use movies. You can have different references for each view and you don't have objects in scene bothering to the pipeline (You don't need to check if you have extra objects in the scene when export).

But in other hand it's true that it's hard transform the image, but it's something that you make one time each various days.

imho the actual system works well, and have some features really usefull and have few problems. The images are linked to one view (right, front,...) and don't show in perspective view, also you can use movies. You can have different references for each view and you don't have objects in scene bothering to the pipeline (You don't need to check if you have extra objects in the scene when export). But in other hand it's true that it's hard transform the image, but it's something that you make one time each various days.
Author
Owner

@AlbertoVelazquez agree existing system is not terrible or useless, but it does have some serious limits which aren't so easy to resolve.

Using a layer (in 2.8x) for reference objects should give enough control so they don't get in the way.

@AlbertoVelazquez agree existing system is not terrible or useless, but it does have some serious limits which aren't so easy to resolve. Using a layer (in 2.8x) for reference objects should give enough control so they don't get in the way.

Added subscriber: @wevon-2

Added subscriber: @wevon-2

Perhaps, by placing the Pivot in the center of the image by default, it will streamline the workflow.

Perhaps, by placing the Pivot in the center of the image by default, it will streamline the workflow.

Added subscriber: @JuriUnt

Added subscriber: @JuriUnt

I have modified code in 2.79 a bit regarding drawing image empties and am suggesting perhaps developers also consider with following small options, especially before anything gets uprooted:
a) togging of backface culling. E.g if you load Front view of a person, you do not want to see Font view from background(culling must be enabled). At the same time suppose you're modeling a car (Sideview), boat, anything symmetrical - need to see it from both left and right. Checkbox for toggle is needed.
b) Borders are not needed WHEN image is loaded. Depending on theme and generally in other 3D applications Helper objects are BRIGHT(e.g green) so Image planes with borders are highly distractive especially if there are many. I personally disabled drawing of them IF image is loaded.
Example: http://cgstrive.com/SS/2_9122017_e1b0.png

I have modified code in 2.79 a bit regarding drawing image empties and am suggesting perhaps developers also consider with following small options, especially before anything gets uprooted: a) togging of backface culling. E.g if you load Front view of a person, you do not want to see Font view from background(culling must be enabled). At the same time suppose you're modeling a car (Sideview), boat, anything symmetrical - need to see it from both left and right. Checkbox for toggle is needed. b) Borders are not needed WHEN image is loaded. Depending on theme and generally in other 3D applications Helper objects are BRIGHT(e.g green) so Image planes with borders are highly distractive especially if there are many. I personally disabled drawing of them IF image is loaded. Example: http://cgstrive.com/SS/2_9122017_e1b0.png

When you launch an image on the 3D viewer, it automatically appears in the backgroud. It would be good to conserve this functionality with the Empty Images. It would make cut out animations with ease.
Converting the Empty Images to Mesh Planes, retaining the proportions and texture, I think would also be useful for playing with complex shaders and lighting.

When you launch an image on the 3D viewer, it automatically appears in the backgroud. It would be good to conserve this functionality with the Empty Images. It would make cut out animations with ease. Converting the Empty Images to Mesh Planes, retaining the proportions and texture, I think would also be useful for playing with complex shaders and lighting.

Added subscriber: @Senshi

Added subscriber: @Senshi

One option I liked on the old background images is being able to change the render order to switch having the image always be in front of everything.

Would a toggle like {3D space | Infinitely close | infinitely far} be something worth considering? I'm imagining the latter modes as ones where you can still select the empty and manipulate it on the view direction's orthogonal axes, but without the clutter of having them be in the way of your actual geometry.

One option I liked on the old background images is being able to change the render order to switch having the image always be in front of everything. Would a toggle like {3D space | Infinitely close | infinitely far} be something worth considering? I'm imagining the latter modes as ones where you can still select the empty and manipulate it on the view direction's orthogonal axes, but without the clutter of having them be in the way of your actual geometry.
Author
Owner

@Senshi in 2.7x this can be done by placing the empty object behind other objects, then toggling xray to render on top.

2.8 doesn't have xray option and I'm not sure if it will get it. Whatever the case - a way to easily draw over/under existing objects is needed.

@Senshi in 2.7x this can be done by placing the empty object behind other objects, then toggling xray to render on top. 2.8 doesn't have xray option and I'm not sure if it will get it. Whatever the case - a way to easily draw over/under existing objects is needed.

Also is needed the opacity control of the image

The idea is to make easy use the background image. But actually the proposal is more complicated. The actual tool have all controls in one place, visibility, views. position,... It's one of the things more user friendly for noobs, and the proposal needs move the object in 3D view, create directly the direction, making necesary unable select the empty, use other objects Xray to show correctly,... I don't see if a image empty will have new uses in other workflow (with the grease pencil workflow), but in the background image it's hard to see the improvements in front of the actual tool, only more steps to configure a image for the background.

In other hand, I expect that 2.8 will have xray solution because is needed to make retopology.

Also is needed the opacity control of the image The idea is to make easy use the background image. But actually the proposal is more complicated. The actual tool have all controls in one place, visibility, views. position,... It's one of the things more user friendly for noobs, and the proposal needs move the object in 3D view, create directly the direction, making necesary unable select the empty, use other objects Xray to show correctly,... I don't see if a image empty will have new uses in other workflow (with the grease pencil workflow), but in the background image it's hard to see the improvements in front of the actual tool, only more steps to configure a image for the background. In other hand, I expect that 2.8 will have xray solution because is needed to make retopology.

Tested the empty as an image functionality yesterday in Blender 2.8, because Clay render doesn't have background image yet , sincerely talking it a pain to manipulate the image. it scales only from the origin and since scaling from the origin is like translating it is making it hard to have the image in one place. It would good to have the future empty as image behave just like Blender 2.79 background image.

Tested the empty as an image functionality yesterday in Blender 2.8, because Clay render doesn't have background image yet , sincerely talking it a pain to manipulate the image. it scales only from the origin and since scaling from the origin is like translating it is making it hard to have the image in one place. It would good to have the future empty as image behave just like Blender 2.79 background image.
Author
Owner

@ErickNyanduKabongo - not sure how you mean? - it needs to scale from somewhere.

To scale around the image center we could default the image offset to x/y -0.5, -0.5

otherwise you can always use the 3D cursor.

@ErickNyanduKabongo - not sure how you mean? - it needs to scale from somewhere. To scale around the image center we could default the image offset to x/y `-0.5, -0.5` otherwise you can always use the 3D cursor.

@ideasman42 i see now, so yesterday while testing i offset it first and i scaled it. I wanted it to be on specific spot and with specific size and every time i was scaling it to have the correct size it will move from the spot that i have put it before, now i see it was because of the offset.
And it seems like we cannot scale empty as image with bounding box as pivot center.
The option 'scale around the image center' will be good as well :)

@ideasman42 i see now, so yesterday while testing i offset it first and i scaled it. I wanted it to be on specific spot and with specific size and every time i was scaling it to have the correct size it will move from the spot that i have put it before, now i see it was because of the offset. And it seems like we cannot scale empty as image with bounding box as pivot center. The option 'scale around the image center' will be good as well :)
Member

Added subscriber: @pablovazquez

Added subscriber: @pablovazquez
Member

Loving this proposal. Specially with the additions that Brecht mentioned of having it under the Add menu. Perhaps not immediately in the menu since it's not used as often but inside a submenu for other objects of a similar kind, maybe "Helpers" or so? I wouldn't add a sub-menu for Top/Left, etc. I would just rely on the artist being in the desired view beforehand.

To sum up:

  • Dedicated entry in the Add menu (under sub-menu)
  • On adding, open the file browser (thumbnail view/image filtered)
  • Pivot of the image should be centered (image offset -0.5, -0.5)

Thanks Campbell for this much needed proposal.

Loving this proposal. Specially with the additions that Brecht mentioned of having it under the Add menu. Perhaps not immediately in the menu since it's not used as often but inside a submenu for other objects of a similar kind, maybe "Helpers" or so? I wouldn't add a sub-menu for Top/Left, etc. I would just rely on the artist being in the desired view beforehand. To sum up: * Dedicated entry in the Add menu (under sub-menu) * On adding, open the file browser (thumbnail view/image filtered) * Pivot of the image should be centered (image offset -0.5, -0.5) Thanks Campbell for this much needed proposal.

In #52668#467715, @venomgfx wrote:
I wouldn't add a sub-menu for Top/Left, etc. I would just rely on the artist being in the desired view beforehand.

Makes sense, perhaps it can be an option in the operator redo panel still: Aligned to View, Left, Right, ... just in case it's not immediately obvious to new users.

> In #52668#467715, @venomgfx wrote: > I wouldn't add a sub-menu for Top/Left, etc. I would just rely on the artist being in the desired view beforehand. Makes sense, perhaps it can be an option in the operator redo panel still: Aligned to View, Left, Right, ... just in case it's not immediately obvious to new users.
Author
Owner

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Campbell Barton self-assigned this 2017-10-27 14:44:44 +02:00
Author
Owner

Thanks for feedback, I've added these suggestions to #51366 - this task can be closed.

Thanks for feedback, I've added these suggestions to #51366 - this task can be closed.

Added subscriber: @danimpa

Added subscriber: @danimpa

This comment was removed by @danimpa

*This comment was removed by @danimpa*

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

You've missed some basic functionality to provide.

Ability to turn off image in User ortho, keeping it in Front/Right/Left ortho.
There is a workflow video (full channel of them, but this one is ok).
https://youtu.be/CQPshxa_K9Y?t=351

In complex organic/baroque refrence modeling turning off background image in user ortho is needed to check up the shape and shading of the model without any refrence on background because baroque refrences are heavy for view preception, and they visually mix with the model (works like camouflage).
Slight rotation were fixing that issue:

Снимок экрана от 2019-08-07 23-22-31.png
Снимок экрана от 2019-08-07 23-21-32.jpg

Ability to view refrence by returning to Front otho immediately allws to compare shape with refrence.

Снимок экрана от 2019-08-07 23-22-10.png

You've missed some basic functionality to provide. Ability to turn off image in User ortho, keeping it in Front/Right/Left ortho. There is a workflow video (full channel of them, but this one is ok). https://youtu.be/CQPshxa_K9Y?t=351 In complex organic/baroque refrence modeling turning off background image in user ortho is needed to check up the shape and shading of the model without any refrence on background because baroque refrences are heavy for view preception, and they visually mix with the model (works like camouflage). Slight rotation were fixing that issue: ![Снимок экрана от 2019-08-07 23-22-31.png](https://archive.blender.org/developer/F7653576/Снимок_экрана_от_2019-08-07_23-22-31.png) ![Снимок экрана от 2019-08-07 23-21-32.jpg](https://archive.blender.org/developer/F7653584/Снимок_экрана_от_2019-08-07_23-21-32.jpg) Ability to view refrence by returning to Front otho immediately allws to compare shape with refrence. ![Снимок экрана от 2019-08-07 23-22-10.png](https://archive.blender.org/developer/F7653579/Снимок_экрана_от_2019-08-07_23-22-10.png)

For the time being you can do it manual like here -> 2019-08-08_19-45-46.gif
Automate it like it used to be would be good as well.

For the time being you can do it manual like here -> ![2019-08-08_19-45-46.gif](https://archive.blender.org/developer/F7654764/2019-08-08_19-45-46.gif) Automate it like it used to be would be good as well.

In #52668#748742, @ErickNyanduKabongo wrote:
Automate it like it used to be would be good as well.

Yes, we know about such functionality of empties.

But baroque modeling is never performed in perspective view, because of - actually - perspective distortions .

Such models always needed to be modeled in ortho, it is a very important issue of perception of their shape and ratio, but there is currently no way to turn off the image for a User ortho, keeping it in Projection ortho views.

> In #52668#748742, @ErickNyanduKabongo wrote: > Automate it like it used to be would be good as well. Yes, we know about such functionality of empties. But baroque modeling is never performed in perspective view, because of - actually - [perspective distortions ](https://en.wikipedia.org/wiki/Entasis). [Such models ](https://www.turbosquid.com/3d-models/max-1d-pearlworks-80-items/1012229) always needed to be modeled in ortho, it is a very important issue of perception of their shape and ratio, but there is currently no way to turn off the image for a User ortho, keeping it in Projection ortho views.

As you already may know, such modeling is used for supporting Blender development at diamond donation state for a long time.
So, problem basically is a bit deeper - how can it be possible, that Blender's development cancelled a tool that is used daily for supporting Blender's development, and even lower the quality of models that can be performed in it?
Seems definitely like a lupus)

Please, add such functionalty to make images of 2.8 at least usable for us, to help us to support you.

As you already may know, such modeling is used for supporting Blender development at [diamond donation ](https://fund.blender.org/) state for a long time. So, problem basically is a bit deeper - how can it be possible, that Blender's development cancelled a tool that is used daily for supporting Blender's development, and even lower the quality of models that can be performed in it? Seems definitely like a lupus) Please, add such functionalty to make images of 2.8 at least usable for us, to help us to support you.

Anybody?

Anybody?
Author
Owner

@1D_Inc you're asking for the option only to show the image when it's aligned to the view axis?

@1D_Inc you're asking for the option only to show the image when it's aligned to the view axis?

Will be a great addition to the actual system

In #52668#763362, @ideasman42 wrote:
@1D_Inc you're asking for the option only to show the image when it's aligned to the view axis?

Will be a great addition to the actual system > In #52668#763362, @ideasman42 wrote: > @1D_Inc you're asking for the option only to show the image when it's aligned to the view axis?

In #52668#763362, @ideasman42 wrote:
@1D_Inc you're asking for the option only to show the image when it's aligned to the view axis?

Yes. To show image when view is in Front/Right/Left/Top/view_axis ortho, to hide image when view is in User's ortho / Perspective view.

> In #52668#763362, @ideasman42 wrote: > @1D_Inc you're asking for the option only to show the image when it's aligned to the view axis? Yes. To show image when view is in Front/Right/Left/Top/view_axis ortho, to hide image when view is in User's ortho / Perspective view.

This will allow to retrieve such behaviour.
In view axis image provides refrence, in user ortho and perspective view it does not affect visual appearance.

RET.gif

This will allow to retrieve such behaviour. In view axis image provides refrence, in user ortho and perspective view it does not affect visual appearance. ![RET.gif](https://archive.blender.org/developer/F7707052/RET.gif)

I think, that current realization can be also useful, (for example, for viewing whole amount of refrences that model have) so this view-axis ability can be a global display mode, that infuences all images at once.

This way,

  • turning this mode off will allow to view all refrences in User Otrho in order to manage them.
  • turning this mode on will allow to make models, having refrences visible only in view axis.
I think, that current realization can be also useful, (for example, for viewing whole amount of refrences that model have) so this view-axis ability can be a global display mode, that infuences all images at once. This way, - turning this mode off will allow to view all refrences in User Otrho in order to manage them. - turning this mode on will allow to make models, having refrences visible only in view axis.
Author
Owner

@1D_Inc added axis-align option abfb8b6963

@1D_Inc added axis-align option abfb8b6963

A gorgeous news! Nice to know!
We are step closer to being alive)

A gorgeous news! Nice to know! We are step closer to being alive)

Added subscribers: @L0Lock, @DuarteRamos

Added subscribers: @L0Lock, @DuarteRamos

I don't really use background images myself much ("asking for a friend"), but for the sake of documenting facts I'll post it here also.
Some users seem to miss an option to include images while in local view; this came up in Blender Stack Exchange a few times

In #51366#646427, @L0Lock wrote:
On previous versions, background images would remain displayed when entering local view {key /}. In 2.8, image empty get hidden like any other unselected object.

I think it would be nice to have a checkbox option to force display in local view.

Though I can't really envision how this could be managed. At most basic level having a checkbox for each image would suffice, but you wouldn't get granular enough control.
Not sure we want/need more control over which individual images get included on each local view.

I don't really use background images myself much ("asking for a friend"), but for the sake of documenting facts I'll post it here also. Some users seem to miss an option to include images while in local view; this [came up in Blender Stack Exchange a few times ](https://blender.stackexchange.com/questions/134985/local-view-with-background-images-in2-8) > In #51366#646427, @L0Lock wrote: > On previous versions, background images would remain displayed when entering local view {key /}. In 2.8, image empty get hidden like any other unselected object. > > I think it would be nice to have a checkbox option to force display in local view. Though I can't really envision how this could be managed. At most basic level having a checkbox for each image would suffice, but you wouldn't get granular enough control. Not sure we want/need more control over which individual images get included on each local view.

Tried new axis restriction. A very nice)
Also loves, that ortho + axis checkbox shows images as wireframe in user ortho - a wise solution!
It allows to expect reference from a given view.

entering local view

yes, that's kind an issue for modeling complex/hidden parts

Tried new axis restriction. A very nice) Also loves, that ortho + axis checkbox shows images as wireframe in user ortho - a wise solution! It allows to expect reference from a given view. > entering local view yes, that's kind an issue for modeling complex/hidden parts

In #52668#768220, @DuarteRamos wrote:
Though I can't really envision how this could be managed. At most basic level having a checkbox for each image would suffice, but you wouldn't get granular enough control.
Not sure we want/need more control over which individual images get included on each local view.

I think it is possible to be solved in a simple way.
Since Backgound image is a separate type of images, isolation mode have to be supported by entire type, as far as this is the expected behaviour for Background images.

> In #52668#768220, @DuarteRamos wrote: > Though I can't really envision how this could be managed. At most basic level having a checkbox for each image would suffice, but you wouldn't get granular enough control. > Not sure we want/need more control over which individual images get included on each local view. I think it is possible to be solved in a simple way. Since Backgound image is a separate type of images, isolation mode have to be supported by entire type, as far as this is the expected behaviour for Background images.
Author
Owner

Changes to local view should be done carefully - if at all.

For example, you might to into local view, selected all meshes, invert the selection and delete.

If objects are being loaded into local view unintentionally it makes local-view operations unpredictable.

We could have a toggle to always load background images, or always draw background images in the viewport - even if they aren't in local view. I'd like to wait a bit with this though, since I'd prefer not to have exceptions in local-view and rely on Blender's features instead.

It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene).

Changes to local view should be done carefully - if at all. For example, you might to into local view, selected all meshes, invert the selection and delete. If objects are being loaded into local view unintentionally it makes local-view operations unpredictable. We could have a toggle to always load background images, or always draw background images in the viewport - even if they aren't in local view. I'd like to wait a bit with this though, since I'd prefer not to have exceptions in local-view and rely on Blender's features instead. It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene).

In #52668#769527, @ideasman42 wrote:

If objects are being loaded into local view unintentionally it makes local-view operations unpredictable.

Yes it does.

It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene).

Is that collection formed manually, or every visible Background image will go there and back automatically?
We are using collection number slots to navigate tons of references, and can't afford placing them into one collection manually even temporary, as far as they have complex hierarchical stucture to provide flexible ref navigation during modeling process.
Same GIF:

QCD_BEAM.gif

We will better prefer to have visible Background images switching to unselectable as objects by image type while entering isolation mode, to avoid changes, and restoring selectability states when quitting.
It will also allow to edit them in isolation mode by editing selectability in outliner, on demand.

> In #52668#769527, @ideasman42 wrote: > If objects are being loaded into local view unintentionally it makes local-view operations unpredictable. Yes it does. > It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene). Is that collection formed manually, or every visible Background image will go there and back automatically? We are using collection number slots to navigate tons of references, and can't afford placing them into one collection manually even temporary, as far as they have complex hierarchical stucture to provide flexible ref navigation during modeling process. Same GIF: ![QCD_BEAM.gif](https://archive.blender.org/developer/F7718037/QCD_BEAM.gif) We will better prefer to have visible Background images switching to unselectable as objects by image type while entering isolation mode, to avoid changes, and restoring selectability states when quitting. It will also allow to edit them in isolation mode by editing selectability in outliner, on demand.

An interesting question - what if only visible background images with manually turned off selectability will go isolation mode automatically?

This way, if image have selectability turned off in outliner means, that it was placed properly, and is "ready for work".
It is flexible enough, as it keeps it's hierarchical position, behaves in 2.79 style, and also makes local-view operations predictable.

Easy to setup, easy to control.

An interesting question - what if only visible background images with manually turned off selectability will go isolation mode automatically? This way, if image have selectability turned off in outliner means, that it was placed properly, and is "ready for work". It is flexible enough, as it keeps it's hierarchical position, behaves in 2.79 style, and also makes local-view operations predictable. Easy to setup, easy to control.

In #52668#769527, @ideasman42 wrote:
If objects are being loaded into local view unintentionally it makes local-view operations unpredictable.

Fully agree, that is why I was reluctant about that solution. You may want only a certain subselection of background images at a time or non at all, manually toggling them on or off could become a chore.

In #52668#769527, @ideasman42 wrote:
It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene).

That would indeed be a lot more useful, flexible and maintainable, without creating exceptions or corner cases.
Guides, helpers, originals meshes in retopology, elevations and architectural plans, among other "reference objects",are also often desirable in local views but kept unselectable in the viewport.

A generic way to specify objects to include include in local view would also solve this, perhaps a way to tag collections or objects for inclusion in local view could work.

  • Either a new visibility state in the restrictions toggle for each collection/object - Granular control per object/collection, no additional collections. The downside being that it is very crowded, we already have a lot that are hard to distinguish.
  • A specific collection and its sub collections (named Local View?) that would always be included - Different objects could be individually linked there (without removing them from their original collections). Granular control, individual sub collections visibility could be toggled on or off while in local view. Downside being the hardcoded(?) collection name and requiring one more collection to manage polluting your outliner.
> In #52668#769527, @ideasman42 wrote: > If objects are being loaded into local view unintentionally it makes local-view operations unpredictable. Fully agree, that is why I was reluctant about that solution. You may want only a certain subselection of background images at a time or non at all, manually toggling them on or off could become a chore. > In #52668#769527, @ideasman42 wrote: > It may be that a general way to show a non-editable collection in local-view is useful in other cases too (similar to a temporary background scene). That would indeed be a lot more useful, flexible and maintainable, without creating exceptions or corner cases. Guides, helpers, originals meshes in retopology, elevations and architectural plans, among other "reference objects",are also often desirable in local views but kept unselectable in the viewport. A generic way to specify objects to include include in local view would also solve this, perhaps a way to tag collections or objects for inclusion in local view could work. - **Either a new visibility state in the restrictions toggle for each collection/object** - Granular control per object/collection, no additional collections. The downside being that it is very crowded, we already have a lot that are hard to distinguish. - **A specific collection and its sub collections (named *Local View*?) that would always be included** - Different objects could be individually linked there (without removing them from their original collections). Granular control, individual sub collections visibility could be toggled on or off while in local view. Downside being the hardcoded(?) collection name and requiring one more collection to manage polluting your outliner.

Added subscriber: @NikitaAkimov

Added subscriber: @NikitaAkimov

References with cross-linking are hard to manage.
Turning reference's restrict viewport selection off to give it a ticket to isolation mode seems to be more simple.

References with cross-linking are hard to manage. Turning reference's restrict viewport selection off to give it a ticket to isolation mode seems to be more simple.

Added subscriber: @CobraA

Added subscriber: @CobraA

HI @ideasman42 you said this to me about Image Empties.

we could skip drawing the border when select-ability is turned off, best reply here:

That would be great to have, so +1.

HI @ideasman42 you said this to me about Image Empties. > we could skip drawing the border when select-ability is turned off, best reply here: That would be great to have, so +1.

Agree) That would be nice indicator that image will be sent to isolation mode automatically, so it will be easy to setup and control such images.

Agree) That would be nice indicator that image will be sent to isolation mode automatically, so it will be easy to setup and control such images.

Added subscriber: @Alphyn

Added subscriber: @Alphyn

So, Is there currently a way to get the unselectable background images into the local view? Changing the visibility of the collection containing the background images (or the objects themselves) in the outliner doesn't affect anything.
So far, the suggestion to create a parameter that lets objects stay visible in the local view looks like the most reasonable solution. Something very similar to what I suggested in #68503, but affecting all applicable objects, not just images.

My proposal:
In Object Properties - Visibility create a new sub-menu (Local view) containing the following options:
Keep visible in Local view [checkbox]
Make unselectable [checkbox]
Transparency [0%-100%]

So, Is there currently a way to get the unselectable background images into the local view? Changing the visibility of the collection containing the background images (or the objects themselves) in the outliner doesn't affect anything. So far, the suggestion to create a parameter that lets objects stay visible in the local view looks like the most reasonable solution. Something very similar to what I suggested in #68503, but affecting all applicable objects, not just images. My proposal: In Object Properties - Visibility create a new sub-menu (Local view) containing the following options: Keep visible in Local view [checkbox] Make unselectable [checkbox] Transparency [0%-100%]

It will be nice to have unselectable background images in local view, but it is doubtable for regular objects.
QCD system was designed to be used for such kind of things, it have more capacity than hiding and isolation (2 default RAM bits of hiding information in scene)

Making local view less local will messup its entire concept.

Also, if to add any kind of parameter, appears the need for its display and control on a scene level.

It will be nice to have unselectable background images in local view, but it is doubtable for regular objects. QCD system was designed to be used for such kind of things, it have more capacity than hiding and isolation (2 default RAM bits of hiding information in scene) Making local view less local will messup its entire concept. Also, if to add any kind of parameter, appears the need for its display and control on a scene level.

Any news on auto transferring unselectable background images to the local view?
This design flaw makes modeling complex assemblies incredibly hard.

Any news on auto transferring unselectable background images to the local view? This design flaw makes modeling complex assemblies incredibly hard.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
17 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#52668
No description provided.