Objects type visibility option hides light from the viewport and the lighting from it #74462

Closed
opened 2020-03-05 12:32:51 +01:00 by Yegor · 9 comments

System Information
Operating system: Linux-3.10.0-1062.9.1.el7.x86_64-x86_64-with-centos-7.7.1908-Core 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44

Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-04 22:43, hash: 3da2dc8213

Short description of error
Not really a bug, but incorrect behavior by design. The Objects type visibility option (the eye icon dropdown on the top panel in the viewport) is meant to be a visibility of drawing of elements in the viewport for clean representation of the viewport for different object types if you don't want to see them at the moment. Not disabling them. There a hide option for each object in the outliner for disabling them.
Now if you hide light sources in the Objects type visibility option, it also switches off the light from them, which is wrong.

Exact steps for others to reproduce the error
Open the file
Switch to render view
Disable the eye icon in the panel
Light source disappears with the emission.
visibility_bug.blend

**System Information** Operating system: Linux-3.10.0-1062.9.1.el7.x86_64-x86_64-with-centos-7.7.1908-Core 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44 **Blender Version** Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-04 22:43, hash: `3da2dc8213` **Short description of error** Not really a bug, but incorrect behavior by design. The Objects type visibility option (the eye icon dropdown on the top panel in the viewport) is meant to be a visibility of drawing of elements in the viewport for clean representation of the viewport for different object types if you don't want to see them at the moment. Not disabling them. There a hide option for each object in the outliner for disabling them. Now if you hide light sources in the Objects type visibility option, it also switches off the light from them, which is wrong. **Exact steps for others to reproduce the error** Open the file Switch to render view Disable the eye icon in the panel Light source disappears with the emission. [visibility_bug.blend](https://archive.blender.org/developer/F8389413/visibility_bug.blend)
Author

Added subscriber: @YegorSmirnov

Added subscriber: @YegorSmirnov

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Germano Cavalcante self-assigned this 2020-03-06 12:59:02 +01:00

Thanks for the report, but please use other channels for user feedback and feature requests: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

In my opinion, this proposal would still need further planning.
If lamps should continue to affect, why shouldn't the other elements continue to affect them?
For example, when hiding mesh-like elements, shadows and indirect lighting should continue to affect the view?

If this is the case it would complicate the work of all external renderers.

*For more information on why this isn't considered a bug, visit: https:*wiki.blender.org/wiki/Reference/Not_a_bug //

Thanks for the report, but please use other channels for user feedback and feature requests: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests In my opinion, this proposal would still need further planning. If lamps should continue to affect, why shouldn't the other elements continue to affect them? For example, when hiding mesh-like elements, shadows and indirect lighting should continue to affect the view? If this is the case it would complicate the work of all external renderers. *For more information on why this isn't considered a bug, visit: https:*wiki.blender.org/wiki/Reference/Not_a_bug //
Author

The expected behavior is that you hide types of objects from the opengl viewport only, but you still see them in render view mode. There's nothing complicated here isn't it?
At least all the other GCC work that way. Another way those buttons have the same functionality as the hide buttons in the outliner.

The expected behavior is that you hide types of objects from the opengl viewport only, but you still see them in render view mode. There's nothing complicated here isn't it? At least all the other GCC work that way. Another way those buttons have the same functionality as the hide buttons in the outliner.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

those buttons have the same functionality as the hide buttons in the outliner.

This is what they do, yes [on a type basis]

If this would be done, it should be part of the Overlays (not Visibility) [in a way it is possible unchecking Extras in the overlays -- but with limited control over type, true...]
#74462.png

Agree though this is not a bug.

> those buttons have the same functionality as the hide buttons in the outliner. This is what they do, yes [on a type basis] If this would be done, it should be part of the `Overlays` (not `Visibility`) [in a way it is possible unchecking `Extras` in the overlays -- but with limited control over type, true...] ![#74462.png](https://archive.blender.org/developer/F8391782/T74462.png) Agree though this is not a bug.
Author

In #74462#886324, @lichtwerk wrote:

those buttons have the same functionality as the hide buttons in the outliner.

This is what they do, yes [on a type basis]

If this would be done, it should be part of the Overlays (not Visibility) [in a way it is possible unchecking Extras in the overlays -- but with limited control over type, true...]
#74462.png

Agree though this is not a bug.

Yes, extras overlays is what I expected from the eye dropdown. And may be all the people do as well. Thought it's overlays.
It's not a bug indeed, but a confusion.
Don't you think it should be a part of overlays guys?

> In #74462#886324, @lichtwerk wrote: >> those buttons have the same functionality as the hide buttons in the outliner. > This is what they do, yes [on a type basis] > > If this would be done, it should be part of the `Overlays` (not `Visibility`) [in a way it is possible unchecking `Extras` in the overlays -- but with limited control over type, true...] > ![#74462.png](https://archive.blender.org/developer/F8391782/T74462.png) > > Agree though this is not a bug. Yes, extras overlays is what I expected from the eye dropdown. And may be all the people do as well. Thought it's overlays. It's not a bug indeed, but a confusion. Don't you think it should be a part of overlays guys?
Member

Both "real" visibility and overlays have their usecases.
Making the overlay types more granular than just Extras etc. would be nice, but sounds more like a feature request.

Given the fact that this place is for tracking real bugs, I would kindly advose you to use other channels:
For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Both "real" visibility and overlays have their usecases. Making the overlay types more granular than just `Extras` etc. would be nice, but sounds more like a feature request. Given the fact that this place is for tracking real bugs, I would kindly advose you to use other channels: For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
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Reference: blender/blender#74462
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