Feature to display the output of a render pass directly in the 3d viewport rendered shaded mode.
- In the rendered popover the user can select the render layer to be shown.
- by default the first renderpass will be selected (Combined pass)
- The viewport will display the selected render layer
- Also possible to select renderpass that have not been enabled in the active viewlayer.
We have implemented this already for cycles. This task is for the EEVEE side of the implementation
The question is that eevee is used for final render (when selected as scene render engine) and for material preview, where it can even be used to preview other render engines. When eevee is selected as scene render engine we could display the option in the material preview and the viewport rendered mode. We can share this option or we could add a specific option per mode.
When cycles is selected it is not easy to share the selected renderpass option between eevee and cycles as:
a. the selected option of cycles is stored in cycles, not is blender. Reason for this is that avery render engine can have their own render pass and might not be similar to renderpasses that eevee provides
b. eevee only implements some of the renderpasses. eventually others will be added.
Some possible solutions would be:
a. Do not show renderpass selection in material preview.
b. Only show renderpass selection in material preview when scene render engine is eevee. The option is linked with the eevee render preview renderpass selection.
c. Only show renderpass selection in material preview when scene render engine is eevee. The option is not linked with the eevee render preview renderpass selection.
d. Always show the renderpass selection in material preview. This option is not linked to the selection in the render preview mode.
e. Always show the renderpass selection in material preview. This option is linked to the selection in the render preview mode if the scene engine is eevee.
after receiving input from artists the renderpass selection in material preview mode is important independent of the selected scene render engine. So option a, b, c are thrown in the bin. Option e is currently the one that is the most useful in the long run as more settings are shared between these modes.