Preferences: Text Rendering #124068

Closed
opened 2024-07-02 23:19:50 +02:00 by satoshi-ichihara · 6 comments

System Information
Operating system: Windows 11 Pro 22H2 64 Bits Japanese ver
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.41

Blender Version
Broken: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: e1743a0317bc
Worked: (newest version of Blender that worked as expected)

Short description of error
Preferences: Text Rendering: Interface Font: When I select meiryo bold,
the font seems to be thicker in ver3.X than it was in ver4.
It seems to be thinner. I don't know if it's a bug or a feature,

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

**System Information** Operating system: Windows 11 Pro 22H2 64 Bits Japanese ver Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.41 **Blender Version** Broken: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: `e1743a0317bc` Worked: (newest version of Blender that worked as expected) **Short description of error** Preferences: Text Rendering: Interface Font: When I select meiryo bold, the font seems to be thicker in ver3.X than it was in ver4. It seems to be thinner. I don't know if it's a bug or a feature, **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]
satoshi-ichihara added the
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labels 2024-07-02 23:19:51 +02:00
Iliya Katushenock added the
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User Interface
label 2024-07-02 23:23:48 +02:00

Eh I don't know either. There have been quite a bit of changes to font rendering. @Harley may be able to say more.

Eh I don't know either. There have been quite a bit of changes to font rendering. @Harley may be able to say more.
Member

Interesting. I can see what you see and it seems odd and unexpected. But this might need some thought about whether it is a bug or not. This is a problem that only happens with bold fonts. Let me explain...

Blender now allows users to select the weight of text that you see in the interface. This is found at Edit / Preferences / Themes / Text Style:

image

The weight is exactly as you find in CSS, with a range from 100-900 with 400 being "normal". These values are not relative to the font's designed weight, but absolute. As in 100 is always super thin and 900 is always super chunky.

Now imagine changing the UI font to regular Meiryo. This font is designed with a weight of 400. And in blender the default weight in "Text Styles" is 400, so it looks fine.

But change the font to Meiryo Bold. This font is designed for weight 700, but you still have the "font styles" set to 400. In effect you are telling the system that you want to use a bold font but show it very thin. Blender is doing what you are asking of it. Change those weights to 700 and you will see it as it is intended.

Although this seems unexpected, I'm not certain of what I could change. I don't want to alter the users' selected text weight every time they change a font as that is overriding their settings. Luckily this only happens when changing to non-regular fonts. Perhaps I could bring up a warning dialog when you change to a font with a weight that differs from what is set in font styles. Or maybe I should just change the text style weights when you change the UI font. Needs some thought.

In the mean time just change the Text Style weights to 700 for this font. Sorry for the confusion.

Interesting. I can see what you see and it seems odd and unexpected. But this might need some thought about whether it is a bug or not. This is a problem that only happens with bold fonts. Let me explain... Blender now allows users to select the weight of text that you see in the interface. This is found at Edit / Preferences / Themes / Text Style: ![image](/attachments/3ac23eef-34b2-4b14-ab8f-c22327b21735) The weight is exactly as you find in CSS, with a range from 100-900 with 400 being "normal". These values are not relative to the font's designed weight, but absolute. As in 100 is always super thin and 900 is always super chunky. Now imagine changing the UI font to regular Meiryo. This font is designed with a weight of 400. And in blender the default weight in "Text Styles" is 400, so it looks fine. But change the font to Meiryo Bold. This font is designed for weight 700, but you still have the "font styles" set to 400. In effect you are telling the system that you want to use a bold font but show it very thin. Blender is doing what you are asking of it. Change those weights to 700 and you will see it as it is intended. Although this seems unexpected, I'm not certain of what I could change. I don't want to alter the users' selected text weight every time they change a font as that is overriding their settings. Luckily this only happens when changing to non-regular fonts. Perhaps I could bring up a warning dialog when you change to a font with a weight that differs from what is set in font styles. Or maybe I should just change the text style weights when you change the UI font. Needs some thought. In the mean time just change the Text Style weights to 700 for this font. Sorry for the confusion.
Member

@iss

Have I explained the above well enough for you to give your opinion? The more I think about it the more I think I should just change the user's Text Style weights when a new UI font is selected. Our text subsystem is quite accurately getting the designed weight and other metrics from the font when loaded so wouldn't take much work.

Edit: Probably only do this when changing to a non-variable (one that only contains a single weight) font.

@iss Have I explained the above well enough for you to give your opinion? The more I think about it the more I think I should just change the user's Text Style weights when a new UI font is selected. Our text subsystem is quite accurately getting the designed weight and other metrics from the font when loaded so wouldn't take much work. Edit: Probably only do this when changing to a non-variable (one that only contains a single weight) font.
Member

Thanks @Harley :D
Changing character_weight (blender property) based on the selected font makes sense.
I wonder how It worked in previous versions without updating the character_weight

Thanks @Harley :D Changing `character_weight` (blender property) based on the selected font makes sense. I wonder how It worked in previous versions without updating the `character_weight`

I have understood thoroughly. Thank you very much for your explanation.

I have understood thoroughly. Thank you very much for your explanation.
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labels 2024-07-03 07:51:07 +02:00
Member

Harley made a PR already so I'll reopen the report until fix lands in main :)

Harley made a PR already so I'll reopen the report until fix lands in main :)
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labels 2024-07-03 08:04:12 +02:00
Pratik Borhade added
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labels 2024-07-03 08:04:21 +02:00
Blender Bot added
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labels 2024-07-03 18:02:40 +02:00
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Reference: blender/blender#124068
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