Add option to use nearest filtering in workbench/paint mode #59398

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opened 2018-12-15 01:39:37 +01:00 by Clément Foucault · 6 comments

This is very needed for precision work and pixel art.

The old way to do that is to disable mipmaps in the system preference but I stronly believe that such option should not be buried in this panel.

Maybe it is more suited to be inside the toolsettings or the viewport overlay settings, or workbench texture color mode setting?

Also it's a bit tricky as the texture itself maybe sampled differently by the underlying render engine and by the texture paint overlay.

Maybe we want to allow this setting to take effect outside of the paint mode and affect the whole workbench.

Discussion opened.

This is very needed for precision work and pixel art. The old way to do that is to disable mipmaps in the system preference but I stronly believe that such option should not be buried in this panel. Maybe it is more suited to be inside the toolsettings or the viewport overlay settings, or workbench texture color mode setting? Also it's a bit tricky as the texture itself maybe sampled differently by the underlying render engine and by the texture paint overlay. Maybe we want to allow this setting to take effect outside of the paint mode and affect the whole workbench. Discussion opened.
Clément Foucault self-assigned this 2018-12-15 01:39:37 +01:00
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Added subscribers: @fclem, @WilliamReynish, @brecht, @ideasman42

Added subscribers: @fclem, @WilliamReynish, @brecht, @ideasman42

@fclem You can already work with pixel art textures by using Eevee and setting your texture interpolation to Closest. This even works in the paint modes too.

So to me it seems like we already support this fairly well out of the box. For the Workbench, it seems like a slightly too obscure option to add in the Shading popover, and this is quite a specialized.

Why not simply keep this in the Preferences? We also have options there for AA, anisotropic filtering and other things, and obscure texture interpolation options fit well with those.

Or is it because you see this option as being project-specific?

I think it's perfectly fine to say, if you want certain special material setups with special texture filtering, then set up a material to do this. That's one of the nice things about Eevee - it's part of the viewport, so you can work in it.

Or if some users really need this outside rendered or LookDev view, then they can set it in the Preferences. To me this sounds fine.

@fclem You can already work with pixel art textures by using Eevee and setting your texture interpolation to Closest. This even works in the paint modes too. So to me it seems like we already support this fairly well out of the box. For the Workbench, it seems like a slightly too obscure option to add in the Shading popover, and this is quite a specialized. Why not simply keep this in the Preferences? We also have options there for AA, anisotropic filtering and other things, and obscure texture interpolation options fit well with those. Or is it because you see this option as being project-specific? I think it's perfectly fine to say, if you want certain special material setups with special texture filtering, then set up a material to do this. That's one of the nice things about Eevee - it's part of the viewport, so you can work in it. Or if some users *really* need this outside rendered or LookDev view, then they can set it in the Preferences. To me this sounds fine.

This is about solid mode Texture color and the texture paint overlay I think? Those can be made to use the filter setting from the Image Texture node as well.

As far as I know there's one case where the image does not come from an Image Texture node, when texture painting mode is set to Single Image. There could be an interpolation setting for that case, if needed.

This is about solid mode Texture color and the texture paint overlay I think? Those can be made to use the filter setting from the Image Texture node as well. As far as I know there's one case where the image does not come from an Image Texture node, when texture painting mode is set to Single Image. There could be an interpolation setting for that case, if needed.

@brecht: Good point, we can just use the interpolation from the texture node, even in the Workbench. Seems like that would be perfect.

@brecht: Good point, we can just use the interpolation from the texture node, even in the Workbench. Seems like that would be perfect.
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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This has been implemented long ago. Workbench use the image texture present inside the nodetree an use the adequate filtering option.

This has been implemented long ago. Workbench use the image texture present inside the nodetree an use the adequate filtering option.
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Reference: blender/blender#59398
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