Blender 2.8 Defaults
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Description

This is a list of things we should change about Blender's default settings and behaviour.

The list will grow and change over time.

Commits:

Preferences

  • Python tooltips OFF
  • Auto Perspective ON ***
  • Navigation Manipulator ON ***
  • Region Overlap ON (Could be removed completely, now that it's optimized) ***
    • To make transparent toolbars work better, we would like to:
      • Make the toolbar region height be limited to the contents.
      • Make the toolbar region a separate theme

Default Settings

  • Default Shader should be set to Principled BSDF
  • Default Lamp increased strength (10x stronger)
  • Playback set to AV Sync
  • 3D View Lens = 50mm
  • Camera film size = 36x24mm Full Frame
  • Camera Focal Length = 50mm
  • Render Size Percentage = 100%
  • Render Display = New Window
  • Scene Units = Metric
  • Color Management View = Filmic
  • Workbench Object Overlap = ON
  • Absolute Shape Keys Interpolation = Linear

Default Renderer

  • Viewport = Workbench + Studio Lighting

Layout

  • Headers on top for all editors, except the Timeline at the bottom
  • Default Properties tab = Object Properties

New Objects

  • Generate UV's = ON

Default Theme

  • Flat
  • Dark UI Chrome
  • Universal widget radius
  • Transparent header in 3D View
  • Transparent toolbar area in 3D View

Tools

Vertex Slide:

  • Correct UV's = ON

Extrude Along Normals:

  • Even Thickness = ON

Laplacian Smooth:

  • Lambda Factor = 1.000

UV/Image Editor

  • Normalized Coordinates

Cycles

  • Dithering = 1
  • Image Sequence Auto Refresh = ON

New Objects

  • SubdivisionSurfaces = ON (via OpenSubdiv)
  • Shade Smooth = ON (Wait till we have OpenSubdiv)

Preferences

  • Compute Devices ON (Postpone until we can detect crappy GPU's)

Pie Menus

  • Switching modes (Postpone until we have sticky keys - so pie-menu's only show on hold - T54963#501261)

Text Editor

  • Line Numbers ON

Workspaces

  • Modeling
  • Sculpting
  • UV Editing
  • Texture Painting
  • Animation
  • Shading

Extra built-in workspaces:

  • Layout
  • Compositing
  • 3D Printing
  • Retopology
  • 2D Animation
  • Motion Tracking
  • Scripting
  • Video Editing

Addons

Details

Type
Design
There are a very large number of changes, so older changes are hidden. Show Older Changes

Concerning the transparent header, the text color (for the menu pop-overs):

  • has to have the possibility of changing color depending on the background or
  • have a box around it

    It's very easy for it to blend with the current color in the viewport otherwise.

They just have to do something like this.

Why not use double side as default?
We are not 10 years ago, PC's are far better now.
Or there will be something better than the back faces?

Why not use double side as default?
We are not 10 years ago, PC's are far better now.
Or there will be something better than the back faces?

We do not use double sided because we are not 10 years ago, non-professional video cards (NVIDIA GT/GTX) no longer have hardware acceleration for double sided, leading to drastic slowdowns.

Yes, that was the reason, though now that we have per-pixel shading we can enable it. It's only per-vertex shading where double sided lighting was problematic.

The option doesn't actually do anything in 2.8, and can probably be removed. @Jeroen Bakker (jbakker), I think we should change workbench/clay to always flip the shading normal towards the viewer.

I know I am probably old fashioned, but I really like back faces being shaded black, because I can constantly see the normal orientation. When one of the new 3ds Max versions made double sided material drawing default, at it was no longer possible to switch it back, I found that it was not an advantage, but a drawback, as I had to spend time constantly toggling diagnostic shading mode to see orientation of the normals.

My 2 Cents on this topic if i may:

Cycles

  • Dithering set to 1 (who wants ugly banding in their render?)
  • Start Resolution set to 128 (feels way smoother to preview)
  • Sun Lamp size set to 0.01 (0.1 is waaay to soft compared to the sun on earth)
  • Auto Refresh on for Image Sequence (current behaviour feels like a bug; if the user really needs this he could turn it on)

UV/Image Editor

  • normalized Coordinates (i mean, come on)
  • 32 bit float on default for New Image (if this isn't ticked than the user is stuck in 8bit land which is not communicated at all!)

Theme

  • Noodle Curving set to 0 (really hard to see whats going on with a bigger nodesetups)

Addons

  • Node Wrangler enabled by default (productivity boost x100)

Keymap

  • Left Mouse Select (please)

Display

  • Draw all Edges on (the current default setting is so confusing for new Users and it's hidden really well)
  • Relationship lines off (visual clutter!)
  • Clipping distance set to a higher delta (why is it set so low anyways?)
  • less arbitrary initial orientation of the 3D View, like the image attached (purely stylistic and subjective)

Manuel: Some good suggestions in there. I added some of them to the list. Will go over them with the team.

For the backface issue, perhaps the best solution is to display it, but significantly dimmed. This way you can still see your mesh, but it's clear that it's a backface. @Brecht Van Lommel (brecht) Would this kind of thing be slow?

Nice to hear! Thank you very much.

Blender browser system bookmarks have already desktop, document, images, music, download, (3D bookmark if there is windows version) , video and fonts. (windows-os)

Blender small browser from install from file don't have yellow part too big (uneusefull)

Node Wrangler enabled by default.

Some addons should be enabled by default.

  • Node Wrangle
  • F2 addon
  • Looptools
  • bsurface

I wouldnt activate Node Wrangled by default, but i'd steal some of it functions and make them standard, like previewing node outputs (ctrl shift click), lazy connect, or switching nodes, but to me the rest seems kind of messy to have it as a default on, though those functions should definitelly come bundled.

Forgot to mention re. the render = 50% thing.

That was a somewhat useful beginner setting back before we had Cycles and viewport preview rendering. Now, to preview your scene, you longer have to press F12 - you can just see it directly in the viewport. So, while that setting had some justification in the past, that justification has vanished in 2.8 after the removal of Blender Internal.

This is a very good point. New tech enables new workflows. I haven't started working with EEVEE yet, looking forward to it though :)

From an affordance point of view, I still think 50% is better. When it also has synergies with sensible defaults and a preview render workflow I think it makes sense to increase the discoverability since it would be used more frequently. When those synergies are gone I yield to the 100% benefits :)

I see that the proposal to have "Sky" map defaulting as background was indeed removed, as I suggested. I know resources for Code Quest are limited, but I would actually be very happy if Sky map was finally finished with proper Physical Sun light and easy to do linking between Physical Sun and Physical Sky, so that it could indeed become a default. There's already an Omni light present in the factory default Blender scene. That Omni could be replaced by Physical Sun once implemented, and background could default to Physical Sky linked to that sun. So every new user, who would just hit render straight away would get a nice simple day lighting in his scene out of the box :)

It'd look like this (without the plane of course):

It would be great to keep Floating windows on top to use the workflow or an option in the preferences.
We have floating windows and we cannot use it since the windows disappear.

Why render display "new window", I thought one of the base ideas of blender was no obstructing overlapping windows... ?
I totally agree with the rest of your defaults, I've set them like this myself for years in 2.79

I totally agree, this is the first ui paradigm in blender:
https://wiki.blender.org/index.php/Dev:2.5/Source/UI/UIParadigms

For which situations is the user's habit changed and is this exception made?
Are there any examples where the proposed solution is best?

Thank you,
Riccardo

Having filmic by default is IMO a bad idea.

When creating shader you don't want it activated because it will change the colors, saturation etc.

To work shader we create lookdev scenes to make sure everything is correct.
Having a lut directly activated will make everything bad, especially for beginners who will think their renders will be better and will not have the good result.
The color of the shader in the node editor will not be the same as the render.

People should learn the correct way to make renders and shaders.

I'm not sure how it would be bad to use a display transform that is closer to what will be in the final render, how else can you judge what the material will actually look like? When creating shaders with a LUT which doesn't properly handle HDR colors, users might avoid them and end up with dull materials in the final render.

As far as I know using the same LUT as the final render is usually considered the "correct way".

Indeed if you are sure to know wich type of render you want or if you want to match a camera.

I have mixed feelings with filmic on blender, it's like the saint graal of realitic rendering people use as hashtag and they don't know why.

You are the specialist so if it's ok for you, it's ok for me ;)

I noticed: "Pie Menus, Switching modes" is listed.

Does this mean tab key always opens a pie menu instead of toggling edit-mode?

From discussion w/ @William Reynish (billreynish) I was under the impression this was not desired behavior and pie menu should only be enabled using sticky keys (hold tab shows pie menu, click to toggle editmode - for eg).

An outsiders opinion if I may:

Bevel

  • Clamp Overlap ON

Rationale

  • When a new user is trying to explore Blender by himself, going through toolbar and trying various tools, after the bevel tool is activated the user tends to drag the mouse rather fast to learn what the tool does. As the bevel tool is very sensitive, the mesh will overlay resulting in user's confusion about the tool's purpose.
  • Even though, I personally in my workflow don't have a use for clamp overlap being off, I am certain that some power users do. However, their Blender knowledge is most likely sufficient to enable it ON if needed.
  • Even though this is not totally comparable, but 'Clamp' is already set to 'ON' by default for other tools, such as 'Loop Cut' and 'Edge Slide'.

Clamp Overlay OFF

Clamp Overlay ON

-L0Lock- added a comment.EditedMay 25 2018, 9:32 PM

Make default's viewport simplify settings actually simplified. Like 0.1 of particles, 1 or even 0 subsurf, ...

I consider counter-intuitive that those settings are set at the highest level while they are meant to do the opposite.

Also, this has nothing to do here but maybe it would be nice to have something in the UI constantly warning that the viewport is being simplified. Maybe a simple "*Simplified*" under the "*User Persp/Ortho*" in the viewport.

I noticed: "Pie Menus, Switching modes" is listed.

Does this mean tab key always opens a pie menu instead of toggling edit-mode?

From discussion w/ @William Reynish (billreynish) I was under the impression this was not desired behavior and pie menu should only be enabled using sticky keys (hold tab shows pie menu, click to toggle editmode - for eg).

I believe this should be the behaviour for modes, and hopefully many other things that can be grouped like pie menu for pivots.
in any case, I feel that using the numbers or whatever other combination for modes makes no sense first because blender uses a lot of hotkeys and taking out up to 6 of them for the modes seems bad, while you could have one pie menu.

thanks!

Please make the defaults have better contrast and clarity. I have checked the currently available themes and many are way too low contrast.
For example make the selected tab/toogle button instead of this


more like this

Also toggle buttons could use some 2D/3D effect to emphasize their state.

Yes, I agree with Mongo, I don't know if there is a voting system to raise the relevance of certain ideas.

In any case I also feel quite lost in this new interface, what disturbs me the most is to have the name of the variable outside its label.

For people with asperger syndrome in particular, it will be much more difficult to find their way around.

Here is what you currently have in place :

Here is a proposal that seems more readable to me :

@yoann (softyoda) about the vertically centered position of "Location", "Rotation", and "Scale" in your example, i disagree, what if there are more than three values? Lets say 4. Where to put it then? Beside the second? Beside the third? Between the second and third value? This will look really messy! What if you have even more? 15 for example. This would make you scroll down to see what the numbers belong to. My understanding is that we are moving to a cleaner, more organized, and grid based layout and your suggestion would make it worse. You made the X, Y, and Z the same brightened color as the fields you can interact with, suggesting that you can click on them and something happens. Which is not the case afaik. So this makes it even more confusing.
About a subtle divider line, yeah, this could work, maybe as default or as a themable option.

Edit: This discussion seems off topic anyway, no?

also it would be really nice and useful to be able to select the attribute (not the value) and to be able to sync it with the graph editor, timeline and dopesheet, so if i select rotation x, it would only show rotation x for the selected object in the mentioned editors, that would ease and fasten the workflow of editing the intended attributes by a lot.

I know it doesnt seem like much but if i have 10 bones selected, having to go and select the property in the graph editor for each one of them and then having solo them to just edit the intended curves takes quite some time.
with this you could just select what you need and edit the keyframes in the synced timeline or graph editor directly.

Vyacheslav (Ghostil) added a comment.EditedMay 31 2018, 4:51 PM

You can not make a way to work with subobjects to activate the highlight of the active object?
2 options with connections,
1 only the side stroke of the object, now it is only in object mode.
2 stroke mode and solid illumination.
This mode can be turned off by default.
Colors and thickness should be customizable.
It would look nice and maybe it was.

Preview options and Selection options
Selection previews highlight in yellow, and actual selections highlight in blue. There are two checkboxes for each of these states:
Overlay When on, the highlight includes a translucent overlay on the object. Default=off.
Outline When on, the highlight includes an outline of the object. Default=on.
Turning off both checkboxes for both options is equivalent to turning off the main Selection Preview Highlights checkbox.

Vyacheslav (Ghostil) added a comment.EditedMay 31 2018, 5:18 PM

There are two checkboxes for each of these states:
Overlay When on, the highlight includes a translucent overlay on the object. Default=off.
A similar option I would like for a blender.
This box select in 3ds max and true 2 settings.


If the similar is already in 2.8 it will be very good.

Make the VSE strips use AlphaOver instead of Cross by default, so transparent areas don't show up black. (suggested in the forums)

Not sure it fits the defaults settings, but could it be added an option to keep duplicate windows on top?

Since, now, the render is in a new window, it could be useful to keep it visible with an option in the preferences.

Not sure it fits the defaults settings, but could it be added an option to keep duplicate windows on top?

Since, now, the render is in a new window, it could be useful to keep it visible with an option in the preferences.

Definitely. Floating windows needs to stay on top.

They should, yes. Currently, Blenders has no way to distinguish the various windows, but we are aware of the issue, and it can be solved.

They should, yes. Currently, Blenders has no way to distinguish the various windows, but we are aware of the issue, and it can be solved.

Great news.

Cheers...

They should, yes. Currently, Blenders has no way to distinguish the various windows, but we are aware of the issue, and it can be solved.

What would be the logic for solving this?

For preferences it's obvious, for two windows each the same size on a different monitor - its not. maybe this should get its own design task.

They should, yes. Currently, Blenders has no way to distinguish the various windows, but we are aware of the issue, and it can be solved.

What would be the logic for solving this?

For preferences it's obvious, for two windows each the same size on a different monitor - its not. maybe this should get its own design task.

Well, why overcomplicate things? The base window sits at the bottom and everything that comes after that sits on top of that, no?
I don't care too much about floating things on my main window ... but it would be nice if Blender could work on multiple screens without the windows disappearing behind each other and the need for occasional double clicks when switching windows.

They should, yes. Currently, Blenders has no way to distinguish the various windows, but we are aware of the issue, and it can be solved.

What would be the logic for solving this?

For preferences it's obvious, for two windows each the same size on a different monitor - its not. maybe this should get its own design task.

I think what most people request is a simple window parenting. The first window which opens after launching Blender executable is a parent Window, and any window opened after it is a child window. Children windows have following behavior:

1, They are always displayed on top of the parent window.
2, Their focus is defined by the focus of parent window. If parent window is in focus, all children windows are in focus as well. This also solves the dual monitor issue.
3, Closing parent window closes all the children windows as well. Therefore, closing the parent window exits Blender instead of keeping the children windows open.

I don't see how floating user preferences window is any different than large window on a second monitor. If you move floating user preferences window to a second monitor and maximize it, then that's precisely the same thing.

Animation Timeout for pies should be lowered from 6 to maybe 2 or 3. Since the gesture can be done fast there are cases when the pie is still expanding in the animation, which can look a bit messy.

+1 for a fix on floating windows ^^

Could it be possible to add an option to show directly the HSV?

Ill have to say that search should be spacebar again, its the only way that no matter what keyboard youre in, youll have it in front of you, it was one of the first things everyone teaches including me to their students because you can use it to learn hotkeys, or to find obscure things that regularly dont use.
with the tilde key that you chose, in my spanish keyboard i have no access to spacebar by default and i bet it happens to many other people.
also having that toolbar in the spacebar is very very very reduntant.
thanks guys. loving 2.8

@Luciano Muñoz Sessarego (looch) I think your comment about search is more related to this task: https://developer.blender.org/T55162
I've made a proposal there to give it more discoveravility in the UI

First time poster here.
I was absolutely shocked to see that you had made 'metric' the default unit system for Blender 2.8, and I was wondering if that decision was really final and widely approved by everyone, or if there was still a chance that you might change it back.
In my opinion, the metric units only require the user to do unnecessary calculations in their head, and they make typing very confusing. For example:

  1. type "1000", press Return, get "1". (km)
  2. type "0.001", press Return, get "1". (mm)

I am bombarded with a range of different units. km, m, cm, mm.....
If I wanted to work in millimeters, I'd have to calculate the correct decimal number in units in my head and then enter that, or I'd be forced to actually type the letters "mm" each time I change a value. Why would I ever want to type letters into a number field anyway?

I'm a game developer. Like most 3D artists, I think in abstract units. A unit can be anything I want. A tiny minority of blender users are architects who may approve of metric units as the default. Why cater to them and basically ruin usability for everybody else? (At least that is how I feel about this.) IMHO the only way to go are Blender units as the default setting. And wouldn't it also be a good idea to get rid of those excess decimal places when they're all zero?


(I don't know how to best make myself heard in this place, so I made that clickbaity picture for you. I'm sorry.)

@Chris (gobb_blend) As to if the metric system being the default; probably.

As to the units; it starts here:

1 In the new version, can presets be saved for default settings in all sections?
2 when resizing for example by cm, the dimensions will always be measured in cm, and not as now 100 cm automatically converted to 1 m?
3 Can I fine-tune the accuracy of a semi-comma
1.0cm 1.00cm 1.000cm size?

And (in my view at least) it ends here:

For units, there could an additional option for a preferred display unit (so that it e.g. always uses cm unless the number is outside the 0.0001cm to 10000.0cm range and it becomes ridiculously long). But that's not a change to the default setttings and seems off topic here.

Happy Reading!!!

RGB color can be made as in all editors by whole values?
Red 255
Green 255
Blue 255 = White color!

@Vyacheslav (Ghostil) only when it's 8bit/channel then.

Smoothing groups will not add normal as in 3d max?
If you make a model in some kind of game, these groups are often used, and they are not normally exported from the blender.

Yo @Campbell Barton (campbellbarton) and @William Reynish (billreynish) Can we have a brush as an active tool in sculpt mode instead of the cursor as an active tool?

The 3D cursor tool will be removed from Sculpt mode.

The 3D cursor tool will be removed from Sculpt mode.

Please don't remove it yet, let wait till Grease Pencils lands in Blender2.8, we sculptors like to use GP as a tool in sculpt mode to define some forms, if using GP will need the cursor, removing the cursor will be a lost. This is what I m talking about https://youtu.be/714RowiBKsk

YAFU (YAFU) added a comment.EditedJul 1 2018, 2:18 PM

Hi. I think that Translate/Move widget should be by default instead of Cursor. Sorry if that was the plan, but I found nothing about it above.

Edit:
I did not mention Transform widget because it could be a bit heavy for the view to have it by default.

Just a small suggestion about the cycles rendering performance settings: It would be great to have different default tile size when switching the device (CPU <-> GPU).

I suggest to have, in the user preferences, Zoom to mouse position active:

  • beginners can move around without learning how to pan (they should but right after...)
  • experienced users, coming from other software, can recover what they already know ( it is a standard behavior for 2d and 3d software to have the mouse zooming towards his position)
  • experienced Blender users often activate this option
  • about usability: you merge two actions (zoom and pan) into one.

I can't see any particular side effect on having it on by default.

Thank you,
Riccardo

The Cursor tool should be indicated in the interface on start. Right now when you start blender, Cursor is the active tool, but the tool isn't highlighted and the settings aren't displayed in the top bar.

A few suggestions if I may. They make sense for my use cases, but I'm not sure how they alight with the global vision or everyone else's workflow.

  1. Empty object size to smaller value - Maybe 0.1 units for both empties and group instances? Working with the (officially recommended ?) metric scale where 1 BU = 1m, I rarely need empties that large, even for a human sized character or say a car.
  2. Consistent shader node options - Properties for Cycles nodes added through the Properties Window > Materials don't match the same node added through the Node Editor, for example glossy roughness is 0 for the former but 0.2 for the later. This was already implemente, thanks a lot.
  3. Consistent add slot behavior - When adding a new particle slot no new particle system should be created automatically (like no materials are created when adding material slots), particle systems are more critical for being resource heavy and potentially slow, so care should be taken not to add them lightly. It also quickly pollutes the list with useless stubs when there is a button below for this purpose.
  4. Always respect the Link Materials To: option - When adding a new material to an object without slots directly through the + New button in the Properties Window the option set in User Preferences > Editing > Link Materials To: Object is not respected and materials are always linked to Object Data regardless, unlike when adding an empty slot first. Maybe materials could actually by default be linked to Object anyway, since it is the most flexible option.
  5. Particle Scale 1 - By default particle size is set 0.05, assuming the user didn't model them to scale, which if he did will either get too small or be invisible, misleading the user to think it is not not working.
  6. Auto Offset nodes to the left - The reason being node trees flow from left to right where the rightmost element is generally the "output" (Materials for shader trees, or Composite for post production), which is the immutable part of most trees, being there 99% of the time; unlike the rest which may grow or shrink and vary wildly between trees. By offsetting to the left instead the common outputs part will in all likelihood remain at the same relative spot in "Node World Space" between different trees, if unchanged by the user. This can be extremely convenient when switching often between similarly structured trees (like materials) leaving related elements at about the same place, potentially greatly reducing the need to constantly pan and adjust the view back and forth.

I'd like to hear your opinions. Not sure if everyone else agrees with these, or even if they are feasible or easy to implement, so I'll leave them for your consideration.

The Cursor tool should be indicated in the interface on start. Right now when you start blender, Cursor is the active tool, but the tool isn't highlighted and the settings aren't displayed in the top bar.

This is a bug, rather than a default.

I do agree with @Duarte Farrajota Ramos (duarteframos) , specially point 1, 3 and 5.
Personally I like materials to be linked to data.

Duarte: I agree with most of your points, I will go over them with some of the other guys on IRC.

Any chance of changing the cancerous format known as PNG to OpenEXR half with DWA for default? PNG compounds the accumulating alpha problems, as well as makes things very challenging moving forwards with proper scene referred streamlining.

RGB color can be made as in all editors by whole values?
Red 255
Green 255
Blue 255 = White color!

Except this isn't how colour works, so a Very Bad Idea™.