Workbench: Migrate Engine Collection data to scene data #55008

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opened 2018-05-08 20:34:04 +02:00 by Jeroen Bakker · 4 comments
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We used to have Collection properties and viewlayer properties in the render engine. The new proposal is that these properties will become regular DNA Scene data and the new override system can use this.

I would suggest that we get a

scene.workbench.<property> in the DNA. which is exposed in the RNA in a similar way.
@brecht Just to verify did you already have an idea how to structure this for all engines? And is this task conform your ideas?

We used to have Collection properties and viewlayer properties in the render engine. The new proposal is that these properties will become regular DNA Scene data and the new override system can use this. I would suggest that we get a `scene.workbench.<property>` in the DNA. which is exposed in the RNA in a similar way. @brecht Just to verify did you already have an idea how to structure this for all engines? And is this task conform your ideas?

This issue was referenced by e6d11c6ce6

This issue was referenced by e6d11c6ce66f94549d1fe896c59b67564ae19d68
Jeroen Bakker self-assigned this 2018-05-08 20:34:05 +02:00
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Added subscribers: @brecht, @Jeroen-Bakker

Added subscribers: @brecht, @Jeroen-Bakker

Most workbench data should be per 3D viewport in view.shading. There's a couple of settings that can be per object or material, like excluding objects from shadows or setting a a display color or matcap per material. Additional rotation of the HDRI/shadow and AO distance should perhaps be per scene.

In general for render engines it's ok to create e.g. scene.cycles, material.cycles, scene.eevee, object.prman property groups. For workbench I guess it depends if we even will call it workbench in the UI, personally I'm inclined to keep that name and engine internal. We could call the workbench/overlay properties "Display" settings and have a scene, object and material properties "Display" panel. The properties would then be under scene.display, object.display and material.display.

We don't need a lot of settings in the scene/object/material. I think ideally we would have matcap and studio lighting HDRI presets that include more than just the image. They would also include cavity strength, shadow on/off, shadow direction, etc. And so by default the user would just pick one such preset that comes with Blender. If they want they could create their own presets with custom image and settings (either through Python or a nice UI). And then for the most part users would just pick one of those without tweaking the scene.

Most workbench data should be per 3D viewport in `view.shading`. There's a couple of settings that can be per object or material, like excluding objects from shadows or setting a a display color or matcap per material. Additional rotation of the HDRI/shadow and AO distance should perhaps be per scene. In general for render engines it's ok to create e.g. `scene.cycles`, `material.cycles`, `scene.eevee`, `object.prman` property groups. For workbench I guess it depends if we even will call it workbench in the UI, personally I'm inclined to keep that name and engine internal. We could call the workbench/overlay properties "Display" settings and have a scene, object and material properties "Display" panel. The properties would then be under `scene.display`, `object.display` and `material.display`. We don't need a lot of settings in the scene/object/material. I think ideally we would have matcap and studio lighting HDRI presets that include more than just the image. They would also include cavity strength, shadow on/off, shadow direction, etc. And so by default the user would just pick one such preset that comes with Blender. If they want they could create their own presets with custom image and settings (either through Python or a nice UI). And then for the most part users would just pick one of those without tweaking the scene.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#55008
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