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Video Sequencer Preview should have own engine (and other settings?)
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Description

For the end user that means they get to pick which engine to use for scene strip preview, as well other viewport settings to optimize draw time.

Right now the video sequencer Scene strip still has old "Draw Mode", and "Texture Solid". My suggestion would be to have a "ViewRender" struct in the Scene strip, and allow users to pick different viewport settings, just like we will do for workspaces.

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Event Timeline

Am wondering if it would be annoying to have to select the engine per-strip.

It could for example - use the current scene's engine, with a checkbox to allow selecting a custom engine - for the times this is needed.

Note that in the future we probably disallow a scene using its self as a strip. so scenes used for the sequencer will likely not be used for rendering 3D view too. See: T52586

@ideasman42 I like this, and this should probably be the default (imagine 20 strips and trying to tweak the volumetric sample of all of them and keep them in sync).

I wouldn't make it granular though. So you either manually set the engine and other ViewRender settings, or just use current scene (not strip scene)'s settings.

Hi guys, just assigning this to me so other ppl know and we don't duplicate effort :)

Hey guys - ok, so it looks like right now the only engine it uses is Eevee and the settings are all out of wack atm in 2.8 (which seems like what you were saying here)... want to confirm a couple things with you in terms of requirements:

  • In my 2.78 testing, it looks like scene strip previews were always done using the selected scene's renderer (Blender or Cycles), not the current scene's settings. Now, we want it to be done using the *current* scene's engine settings by default, or allow them to select their own engine, in which case they need some preview settings available specific to whatever engines they choose. Does this jive with what you were thinking?
  • What other engines should optionally be available for preview??? Blender & Eevee + Cycles? Clay?
  • For the engines that need to be available, what settings (for each engine) do you think are appropriate to expose through the scene preview settings tab?
  • Does this jive with what you were thinking?

Yes.

  • What other engines should optionally be available for preview??? Blender & Eevee + Cycles? Clay?

Technically, all of them. Though I can see how the Game Engine shouldn't be used.

  • For the engines that need to be available, what settings (for each engine) do you think are appropriate to expose through the scene preview settings tab?

All the ViewRender settings, which at the moment means only the engine, but in the future it will include other options.

Hi @Dalai Felinto (dfelinto) - I dropped patches for this and T52586. Let me know if you see anything I need to change!

Finally figured out how to tie revisions to tasks and add images to diff summaries lol, so I'm going to ditch the google doc approach for just adding relevant info to revision summary and tying it to the appropriate phab task...

Cheers,
Danrae

@Dalai Felinto (dfelinto) to add to my (updated) comment above about adding docs to revision summaries instead of google doc - I just realized I can edit the phab task summaries directly (learning new things everyday lol), so if that's OK with you guys - maybe I can just add details / pics to the actual task summaries instead moving forward?

Just bowing out of this one for now as it's been quiet on this topic and I know the core dev team is busy w/ code quest stuff atm. Cheers!

I'm with @Danrae Pray (spockTheGray) on those points.
Definitely the VSE should be emphasized to work in a collaborative (remote/local network connected) link and append environment.
Tangent animation did the Bcon2014 on this. So it is definitely possible.