This is a follow up to D4011. We agreed to create a new design task for this.
For Collection visibility, we have two remaining unsolved problems still:
- The ability to view different Collections in different viewports
- This is useful for a number of workflows. Imagine creating a forest. It's useful to see the whole forest in viewport 1, but then only see a single tree in viewport 2.
- Or, if you are making an animation: In viewport 1 you see the whole scene from the camera with everything visible. In viewport 2, you only see what is needed for the animation. Everything that would obscure your character is hidden.
- The ability to set temporary viewport visibility, and then return to a previews visibility state
- You may have set the scene visibility a certain way that makes your scene look correct. Then you might want to temporarily view certain Collections while adjusting something, and then return to the previous state.
It turns out that we can solve both these problems in a simple way: By bringing back 'unlinked' visibility. Adding this one option back allows us to kill two birds with one stone.
In Blender 2.79, we had the ability to override the layer visibility for each viewport, or return to the main scene visibility using this toggle:
This actually solves both of the above issues: You can then set it up to only show a different set of Collections in your scene, *and* it also allows users to temporarily see a different set of Collections and return to the main visibility by toggling back off the override.
In 2.8, we have the Collections Visibility popover in the 3D view. Here we could add the toggle, like so:
- Overrides visibility per viewport
- Let's you go back to previous state by disabling again
In addition, this toggle gives the popover a true reason to exist.