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Idea #4: Viewport Lighting Stored in View Properties or Screens

Written by bunny the 16 Aug 10 at 23:17. Category: Sculpting. Related project: Nothing/Others. Status: New
Rationale
Currently, the lighting in 3D View is global. This is problematic, as different lighting is usually needed for different tasks.

For example, the viewport lighting used for sculpting is usually vastly different than that used for modeling or animation. The way viewport lighting is saved now, despite having a 'Sculpting' Screen set up, you still have to manually adjust the lighting each time you wish to sculpt.

Storing this setting in a different place would be helpful, rather than needing to modify the preferences each time one changes tasks.

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Solution #1: Store Viewport Lighting in View Properties or Screens
Written by bunny the 16 Aug 10 at 23:17.
Storing this setting in View Properties would solve this, and also allow different lighting in different individual viewports in Screens with multiple 3D View windows open, the way different lens lengths can be set now. Failing this, storing this setting in Screens, so the default .blend's Sculpting Screen can have a different viewport lighting setup than the Modeling Screen would work.
9
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Solution #2: Add custom view modes
Written by emu the 18 Aug 10 at 07:16.
The user could add his own view mode to the current ones (bounds, wire, solid, textured), with custom view settings like OpenGL lights, clipping, texture shading (GLSL / multi / texture face), show wire etc. If these were edited in the 3d View Properties panel, they would be saved to the current mode's settings.
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Solution #3: Just use Matcaps
Written by FreeMind the 12 Sep 10 at 08:29.
Firstly, Move viewport lighting to "Themes", because it does not have anything to do with performance.
When modeling and animating, you can use the same lighting - solid, default.
When sculpting, it's best to use a matcap, not solid with different lights.
My solution: Get matcaps merged from the Sculpt branch. Add a few default matcaps to choose from.

Every sculpting software uses matcaps: Zbrush, mudbox, sculptris, 3D coat....

That's how matcaps look like in REAL TIME:
http://www.wasabi3d.com/blog/wp-content/uploads/2010/08/89-Pixolator.jpg
Theorically they should be quicker then Solid openGL lights if implemented right.

Propose your solution


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Comments
netbuz10101 wrote on the 24 Aug 10 at 11:30
I think #1 is too complicated. Screens and viewports get split and removed.
#2: If adding custom view mode, there must be a way to edit that. In user preferences it is possible. Add a drop down menu to select "default", "custom1" ...


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