Workbench-Next #101619

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opened 2022-10-05 15:51:43 +02:00 by Miguel Pozo · 16 comments
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This is a list of the subtasks needed for porting the Workbench engine to the new DRWManager (D15817).

    • Register the Workbench next engine
    • Render Properties UI
    • Opaque Render
        • Opaque (In Front)
    • Backface Culling
    • Clipping Borders
    • Shading Modes
        • Flat
        • Studio Lighting
        • Matcap (Use Texture Arrays)
    • Color Modes
        • Single
        • Material
        • Object
        • Random
        • Attribute
        • Texture (Needs Refactor)
    • Background
        • Theme
        • Viewport
        • World
    • Post-Process
        • Cavity
        • Depth of Field
        • Outline
    • Antialiasing
        • SMAA
        • TAA
    • Transparent Render / X-Ray
    • Shadows
        • Shadow Rendering
        • GPU culling
        • Remove geometry shaders
    • Sculpt PBVH (Needs refactor)
    • Volumes (Needs refactor)
    • Hair (Needs refactor)
    • Point Clouds (Needs refactor)
    • Render to Image

The rewrite is functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:

  • In Front rendered objects now work correctly with DoF and Shadows.
  • The Sampling > Viewport setting is actually used when the viewport is in Render Mode.
  • In Texture mode, textured materials also use the material properties. (Previously, only non textured materials would)

Planned Improvements:

  • MatCap Improvement #104640
  • Workbench Shadow Improvement #104641
  • Workbench-Next Volumes Improvement #104642
This is a list of the subtasks needed for porting the Workbench engine to the new DRWManager ([D15817](https://archive.blender.org/developer/D15817)). - - [x] Register the `Workbench next` engine - - [x] Render Properties UI - - [x] Opaque Render - - [x] Opaque (In Front) - - [x] Backface Culling - - [x] Clipping Borders - - [x] Shading Modes - - [x] Flat - - [x] Studio Lighting - - [x] Matcap (Use Texture Arrays) - - [x] Color Modes - - [x] Single - - [x] Material - - [x] Object - - [x] Random - - [x] Attribute - - [x] Texture (Needs Refactor) - - [x] Background - - [x] Theme - - [x] Viewport - - [x] World - - [x] Post-Process - - [x] Cavity - - [x] Depth of Field - - [x] Outline - - [x] Antialiasing - - [x] SMAA - - [x] TAA - - [x] Transparent Render / X-Ray - - [ ] Shadows - - [x] Shadow Rendering - - [x] GPU culling - - [ ] Remove geometry shaders - - [x] Sculpt PBVH (Needs refactor) - - [x] Volumes (Needs refactor) - - [x] Hair (Needs refactor) - - [x] Point Clouds (Needs refactor) - - [x] Render to Image --- The rewrite is functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks: - `In Front` rendered objects now work correctly with DoF and Shadows. - The `Sampling > Viewport` setting is actually used when the viewport is in `Render` Mode. - In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would) Planned Improvements: - MatCap Improvement #104640 - Workbench Shadow Improvement #104641 - Workbench-Next Volumes Improvement #104642
Miguel Pozo self-assigned this 2022-10-05 15:51:43 +02:00
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscribers: @pragma37, @fclem

Added subscribers: @pragma37, @fclem

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice

Added subscriber: @NahuelBelich

Added subscriber: @NahuelBelich

Added subscriber: @torrent-1

Added subscriber: @torrent-1

Hi, i'm curious if there will be extra improvements to the matcap system, like being able to control the specular layer the same way we control the diffuse layer?
And be able to apply different matcaps on different objects would also be a huge improvement.
Also this D6975: Allow multiayer matcaps to override cavity shading.

Hi, i'm curious if there will be extra improvements to the matcap system, like being able to control the specular layer the same way we control the diffuse layer? And be able to apply different matcaps on different objects would also be a huge improvement. Also this [D6975: Allow multiayer matcaps to override cavity shading.](https://archive.blender.org/developer/D6975)

@torrent-1 This rewrite will have no change in functionality. But we might add more features to it after this rewrite is complete.

@torrent-1 This rewrite will have no change in functionality. But we might add more features to it after this rewrite is complete.
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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@torrent-1 best would be to create several right-click-select proposals. Mostly to flesh out the requirements and how that should work on the user side. I will gladly point out the technical details there and perhaps we can even find someone who has can do the developments.

@torrent-1 best would be to create several right-click-select proposals. Mostly to flesh out the requirements and how that should work on the user side. I will gladly point out the technical details there and perhaps we can even find someone who has can do the developments.

Thanks guys 👍

Thanks guys 👍

Added subscriber: @dodo-2

Added subscriber: @dodo-2

a real camera culling is a great idea it can be optimised the performance he loading the geometry only when i see it. he project ray simply

a real camera culling is a great idea it can be optimised the performance he loading the geometry only when i see it. he project ray simply

Added subscriber: @GeorgiaPacific

Added subscriber: @GeorgiaPacific

Added subscriber: @AndyCuccaro

Added subscriber: @AndyCuccaro

Added subscriber: @silex

Added subscriber: @silex

This issue was referenced by ba982119cd

This issue was referenced by ba982119cdcacfa8e603457face1d8ebc763ef75
Clément Foucault added this to the EEVEE & Viewport project 2023-02-09 01:17:59 +01:00
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Clément Foucault changed title from Workbench rewrite to Workbench-Next 2023-02-09 01:18:19 +01:00
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Reference: blender/blender#101619
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