Fade Inactive Geometry - Animated Overlay #87633
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As mentioned in #87134, to make the feature of the "Transfer Mode operator" (D10953) useful for other workflows as well.
Current Issue
It can be very difficult to tell which object you are switching to with the transfer mode operator.
This is why the "fade inactive geometry" overlay was implemented, to grey out any object that is not currently affected by the mode.
The issue with this is that is actively obscuring important color information, which makes it extremely inconvenient for texture, shading and painting worklfows (essentially anything that has a strong emphasis on color & light).
Most artists are turning the overlay off as a result, which makes it very hard to use the Transfer Mode operator, which they wouldn't use as a result either.
(The overlay when using a paint mode as an example)
The visual effect of the greying out can vary based on the colors and lighting.
There are also other reported issues related to the current overlay implementation, like that instances are not affected.
(The overlay when using edit mode in a scene. The tree in the back is a linked instance)
Proposal
To make the overlay more convenient for all workflows it would have to be animated instead.
This means it the moment the user is switching between objects either with the outliner or with the D shortcut, the new active object would flash for a moment with an overlay and then the overlay would disappear.
This would very clearly highlight the new active object you are editing and not obscure any important information from the active or other objects going forward.
@PabloDobarro Already created a prototype where the object flashes grey as a test. I also created a mockup via shaders that shows the objects being highlighted with the active selection color instead with it fading in & out more smoothly.
2021-04-07 14-20-41.mp4
Important Notes
Added subscribers: @PabloDobarro, @JulienKaspar, @SirPigeonz, @Sychuan, @Wesley-Rossi, @MeshVoid, @dfelinto, @pablovazquez
I updated it, now it flashes using the theme selection color (orange by default) and the animation is a bit slower
I think it should flash both, but with different intensities depending on if it is occluded or not. Think in situations like fixing the intersections of a character with multiple layers of cloth occluding each other.
Transfer Mode - Animated Overlayto Fade Inactive Geometry - Animated OverlayI just had a look at the new prototype and it's at least a bit better than the grey one.
There are of course some issues with the this that we need to keep in mind for the actual implementation:
I also added a character sculpting file as an example into this video to compare the currently official overlay and the latest prototype.
2021-04-19 19-26-04.mp4
Added subscriber: @Jeroen-Bakker
A technical approach that fits the current design and architecture would look like:
I see on data level we should store a timestamp when the last time the animation started on an object in Object_Runtime using PIL_check_seconds_timer. The rest should be handled in the overlay_engine:
Workbench and Eevee already use similar technique for their anti-aliasing (it is animated). Don't see any issue in reusing a similar approach.
Changed status from 'Needs Triage' to: 'Resolved'
This feature was fully implemented. This task can be closed now.