- User Since
- Jun 16 2017, 1:41 AM (83 w, 2 d)
Fri, Dec 21
Display the UVs very clearly at all times for all 3D Viewport Modes when in the UV Editor
I totally agree with @Julien Kaspar (JulienKaspar) here. I've always found it super annoying that I had to go into edit mode just to see the UVs on a mesh. In object mode, it could even just display them, and only make them editable in edit mode - this would be very intuitive across Blender, and similar to the way Maya works as well, for example.
Dec 18 2018
I am really dying to know the new Tools and interface changes that must be planned to make the UV Editor not just better than it currently is
Whether or not that's related to splitting editors. We're just wondering.
@William Reynish (billreynish) To be honest, that's not really answering @Julien Kaspar (JulienKaspar)'s question. And I must admit I've asked the same before. What are the plans for the editors after they've been separated? Any new tools planned, UI revamp, ..?
Aaaaand my bad, little oversight that was completely my own fault.
In my case, both the background colour and the shading are pure black.
Attached is a screenshot of rendered mode with film transparency and the problem.
This is at the studio in Linux build 08e6948da50, so it does have the same problem as my 9149e894210 build on Windows at home.
It can't really be a driver thing afaik, since this is not using GPU rendering.
Fair enough, makes sense.
Is it normal though for undo steps to take up more memory when the complexity of said objects increases? Even if the datablocks are linked from another library?
A cube, for example, adds kilobytes. A forest of linked trees adds tens of megabytes each time.
@Brecht Van Lommel (brecht) What if I wanted to paint on the World texture? Good idea about separating mesh-related data and independent images. But I still don't see why UV editing and image painting have to happen in the same editor, especially if they're going to limit data access to what is selected in the viewport.
I would suggest this:
- UV Editor: data depends on the selected mesh, allows you to work in a dedicated editor
- Image Editor: independently selected image datablock (you want to be able to paint on anything really), optionally show the selected mesh's UVs. Image Viewer doesn't really need to be something separate. I mean, if you can look at an image, you might as well be able to paint on it without having to open up a different editor.
Dec 11 2018
@Brecht Van Lommel (brecht) I would expect the same from the RGB values, no? Only involve the view transform in displaying the colours, not the numbers? I just assumed all of the values were always linear, and wherever I'd see an actual colour displayed, that would have been transformed. Or am I seeing things wrong?
Just wanted to report that this has been back for a few days. Current build with the problem is e4153946ad1.
In the Shader or Comp Editor and the Dopesheet or Graph Edior you at least get different content shown. In the UV or Image Edior you can display both UVs and Images.
The fact that we used to have to call it the UV/Image Editor in itself demonstrates that it makes more sense to be split.
Dec 6 2018
Dec 4 2018
@Brecht Van Lommel (brecht) that might be the case, I can't reproduce it myself anymore either. Thanks!