Fade Inactive Geometry - Animated Overlay #87633

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opened 2021-04-19 18:28:07 +02:00 by Julien Kaspar · 7 comments
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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.

fade_inactive.jpg (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.

fade_inactive2.jpg (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

  • This is a very special case. Nowhere in Blender is an overlay animated so this direction needs to be approved first.
  • It's not enough to flash the outline of the object. It's most reliable to have the overlay cover the entire surface.
  • This overlay can be very unpleasant to look at so it needs to be smoothly animated but still short. It also needs a noticeable color but not too distracting.
  • In the prototype the entire surface of the object is flashing, even surfaces that are covered by other objects. Ideally only visible geometry should be included in the overlay to make it clearer which object is active.
As mentioned in #87134, to make the feature of the "Transfer Mode operator" ([D10953](https://archive.blender.org/developer/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. ![fade_inactive.jpg](https://archive.blender.org/developer/F9993291/fade_inactive.jpg) (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. ![fade_inactive2.jpg](https://archive.blender.org/developer/F9994292/fade_inactive2.jpg) (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](https://archive.blender.org/developer/F9993116/2021-04-07_14-20-41.mp4) ## Important Notes - This is a very special case. Nowhere in Blender is an overlay animated so this direction needs to be approved first. - It's not enough to flash the outline of the object. It's most reliable to have the overlay cover the entire surface. - This overlay can be very unpleasant to look at so it needs to be smoothly animated but still short. It also needs a noticeable color but not too distracting. - In the prototype the entire surface of the object is flashing, even surfaces that are covered by other objects. Ideally only visible geometry should be included in the overlay to make it clearer which object is active.
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Added subscribers: @PabloDobarro, @JulienKaspar, @SirPigeonz, @Sychuan, @Wesley-Rossi, @MeshVoid, @dfelinto, @pablovazquez
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Already created a prototype where the object flashes grey as a test.

I updated it, now it flashes using the theme selection color (orange by default) and the animation is a bit slower

In the prototype the entire surface of the object is flashing, even surfaces that are covered by other objects. Ideally only visible geometry should be included in the overlay to make it clearer which object is active.

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.

> Already created a prototype where the object flashes grey as a test. I updated it, now it flashes using the theme selection color (orange by default) and the animation is a bit slower > In the prototype the entire surface of the object is flashing, even surfaces that are covered by other objects. Ideally only visible geometry should be included in the overlay to make it clearer which object is active. 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.
Julien Kaspar changed title from Transfer Mode - Animated Overlay to Fade Inactive Geometry - Animated Overlay 2021-04-19 18:37:32 +02:00
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I 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:

  • Like mentioned before, the overlay should only highlight visible surfaces or at least highlight obscured surfaces way less.
  • Right now it's also highlighting backfaces of the new active object which makes it even harder to read.
  • The overlay is very dependent on the performance of the viewport while switching, which makes the transitions much more jarring and inconsistent.
  • The color should eventually be more transparent with a fresnel effect to be more pleasant to look at and to keep the objects readable.

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

I 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: - Like mentioned before, the overlay should only highlight visible surfaces or at least highlight obscured surfaces way less. - Right now it's also highlighting backfaces of the new active object which makes it even harder to read. - The overlay is very dependent on the performance of the viewport while switching, which makes the transitions much more jarring and inconsistent. - The color should eventually be more transparent with a fresnel effect to be more pleasant to look at and to keep the objects readable. 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](https://archive.blender.org/developer/F9995006/2021-04-19_19-26-04.mp4)
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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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:

  • add a new overlay.
  • during cache_init stage store call the PIL_check_seconds_timer and store it in (OVERLAY_PrivateData).
  • create a pass with a depth test.
  • during cache_populate stage add a draw call for every object that is still animated (eg OVERLAY_PrivateData current time - Object_Runtime animation start < total animation duration).
  • convert the object animation time to a factor (0..1), create a shading group and set a uniform with the factor.
  • in vertex or fragment shader do the animation.
  • in cache_finished stage when any object is added to the pass we should trigger a redraw (DRW_viewport_request_redraw).

Workbench and Eevee already use similar technique for their anti-aliasing (it is animated). Don't see any issue in reusing a similar approach.

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: - add a new overlay. - during cache_init stage store call the PIL_check_seconds_timer and store it in (OVERLAY_PrivateData). - create a pass with a depth test. - during cache_populate stage add a draw call for every object that is still animated (eg OVERLAY_PrivateData current time - Object_Runtime animation start < total animation duration). - convert the object animation time to a factor (0..1), create a shading group and set a uniform with the factor. - in vertex or fragment shader do the animation. - in cache_finished stage when any object is added to the pass we should trigger a redraw (DRW_viewport_request_redraw). Workbench and Eevee already use similar technique for their anti-aliasing (it is animated). Don't see any issue in reusing a similar approach.
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Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'
Julien Kaspar self-assigned this 2021-11-26 12:14:10 +01:00
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This feature was fully implemented. This task can be closed now.

This feature was fully implemented. This task can be closed now.
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Reference: blender/blender#87633
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