Workbench-Next #101619
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Reference: blender/blender#101619
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This is a list of the subtasks needed for porting the Workbench engine to the new DRWManager (D15817).
Workbench next
engineThe 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.Sampling > Viewport
setting is actually used when the viewport is inRender
Mode.Texture
mode, textured materials also use the material properties. (Previously, only non textured materials would)Planned Improvements:
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @pragma37, @fclem
Added subscriber: @TheRedWaxPolice
Added subscriber: @NahuelBelich
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.
@torrent-1 This rewrite will have no change in functionality. But we might add more features to it after this rewrite is complete.
Added subscriber: @Jeroen-Bakker
@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 👍
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
Added subscriber: @GeorgiaPacific
Added subscriber: @AndyCuccaro
Added subscriber: @silex
This issue was referenced by
ba982119cd
Workbench rewriteto Workbench-Next