New Material Preview #57683

Closed
opened 2018-11-07 23:17:46 +01:00 by William Reynish · 64 comments

With the addition of Eevee, we had to update our built-in material preview, which didn't work with it. This has prompted a larger update to the material preview.

The project makes use of work done by Robin Marin (Tuqueque) who put together some new material preview shapes. This has been adapted for use in the material preview.

List of changes

  • Added full support for Eevee (with an Irradiance Volume and Light Probe)
  • Added Shader Ball, Cloth & Fluid preview shapes
  • Removed the Monkey object. I think that the new shader ball is a better material preview object
  • Replaced mesh lights with light objects, which work in both Eevee & Cycles.
  • Added slight bevel to the cube
  • Objects have more subdivisions for previewing displacement
  • Fixed & improved UV mapping for all shapes
  • Added the new icons for the new preview types
  • Small changes to the Blender source code to support this new material preview

Here are some images that give an idea of what the new preview looks like. In this case Blender is set to Eevee:

Screen Shot 2018-11-08 at 11.17.13.png

Screen Shot 2018-11-08 at 11.17.17.png

Screen Shot 2018-11-08 at 11.17.25.png

Screenshot_2019-01-14_at_21.41.27.png

Patch:

material_preview_3.diff

Preview blend file:

preview_cycles-5.blend

Special thanks to Robin Marin (Tuqueque) who supplied the new preview shapes.

I would welcome some testing on this material preview with many types of materials.

With the addition of Eevee, we had to update our built-in material preview, which didn't work with it. This has prompted a larger update to the material preview. The project makes use of work done by Robin Marin (Tuqueque) who put together some new material preview shapes. This has been adapted for use in the material preview. **List of changes** - Added full support for Eevee (with an Irradiance Volume and Light Probe) - Added *Shader Ball*, *Cloth* & *Fluid* preview shapes - Removed the Monkey object. I think that the new shader ball is a better material preview object - Replaced mesh lights with light objects, which work in both Eevee & Cycles. - Added slight bevel to the cube - Objects have more subdivisions for previewing displacement - Fixed & improved UV mapping for all shapes - Added the new icons for the new preview types - Small changes to the Blender source code to support this new material preview Here are some images that give an idea of what the new preview looks like. In this case Blender is set to Eevee: ![Screen Shot 2018-11-08 at 11.17.13.png](https://archive.blender.org/developer/F5439865/Screen_Shot_2018-11-08_at_11.17.13.png) ![Screen Shot 2018-11-08 at 11.17.17.png](https://archive.blender.org/developer/F5439867/Screen_Shot_2018-11-08_at_11.17.17.png) ![Screen Shot 2018-11-08 at 11.17.25.png](https://archive.blender.org/developer/F5439869/Screen_Shot_2018-11-08_at_11.17.25.png) ![Screenshot_2019-01-14_at_21.41.27.png](https://archive.blender.org/developer/F6288543/Screenshot_2019-01-14_at_21.41.27.png) ## Patch: [material_preview_3.diff](https://archive.blender.org/developer/F6150488/material_preview_3.diff) ## Preview blend file: [preview_cycles-5.blend](https://archive.blender.org/developer/F6288534/preview_cycles-5.blend) Special thanks to Robin Marin (Tuqueque) who supplied the new preview shapes. I would welcome some testing on this material preview with many types of materials.

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

Here are some additional examples of various types of materials using this new material preview. These are all examples using Eevee:

Screen Shot 2018-11-07 at 23.24.03.png

Screen Shot 2018-11-07 at 23.24.58.png

Screen Shot 2018-11-07 at 23.26.04.png

Screen Shot 2018-11-07 at 23.25.50.png

Screen Shot 2018-11-07 at 23.28.23.png

Screen Shot 2018-11-07 at 23.24.43.png

Screen Shot 2018-11-07 at 23.29.34.png

Here are some examples that show the improved preview of displacement:

Screen Shot 2018-11-07 at 23.38.56.png

Screen Shot 2018-11-07 at 23.42.54.png

Here are some additional examples of various types of materials using this new material preview. These are all examples using Eevee: ![Screen Shot 2018-11-07 at 23.24.03.png](https://archive.blender.org/developer/F5431287/Screen_Shot_2018-11-07_at_23.24.03.png) ![Screen Shot 2018-11-07 at 23.24.58.png](https://archive.blender.org/developer/F5431290/Screen_Shot_2018-11-07_at_23.24.58.png) ![Screen Shot 2018-11-07 at 23.26.04.png](https://archive.blender.org/developer/F5431288/Screen_Shot_2018-11-07_at_23.26.04.png) ![Screen Shot 2018-11-07 at 23.25.50.png](https://archive.blender.org/developer/F5431292/Screen_Shot_2018-11-07_at_23.25.50.png) ![Screen Shot 2018-11-07 at 23.28.23.png](https://archive.blender.org/developer/F5431289/Screen_Shot_2018-11-07_at_23.28.23.png) ![Screen Shot 2018-11-07 at 23.24.43.png](https://archive.blender.org/developer/F5431291/Screen_Shot_2018-11-07_at_23.24.43.png) ![Screen Shot 2018-11-07 at 23.29.34.png](https://archive.blender.org/developer/F5431293/Screen_Shot_2018-11-07_at_23.29.34.png) Here are some examples that show the improved preview of displacement: ![Screen Shot 2018-11-07 at 23.38.56.png](https://archive.blender.org/developer/F5431386/Screen_Shot_2018-11-07_at_23.38.56.png) ![Screen Shot 2018-11-07 at 23.42.54.png](https://archive.blender.org/developer/F5431387/Screen_Shot_2018-11-07_at_23.42.54.png)

Added subscribers: @fclem, @brecht

Added subscribers: @fclem, @brecht

Added subscriber: @Scaredyfish

Added subscriber: @Scaredyfish

These look great! Would it be worth making those scenes or objects available in the 'Add' menu of the 3D view, so you could easily get a large version for developing materials.

These look great! Would it be worth making those scenes or objects available in the 'Add' menu of the 3D view, so you could easily get a large version for developing materials.

Added subscriber: @GavinScott

Added subscriber: @GavinScott

The number of pixels in the frame that are actually covered by the previewed material seems a bit small. What about having an additional button like [2X] or [Zoom] that would toggle the preview to show the middle 1/4 of the frame at 2x resolution (or maybe 3x would work better) to give a close-up view to see things more clearly? I think I'd use that a lot.

The number of pixels in the frame that are actually covered by the previewed material seems a bit small. What about having an additional button like [2X] or [Zoom] that would toggle the preview to show the middle 1/4 of the frame at 2x resolution (or maybe 3x would work better) to give a close-up view to see things more clearly? I think I'd use that a lot.

My 2 cents:

I think the blender logo is kind of getting in the way on the preview shapes. On the Maxwell Ball "ripoff" it's kindof okayish but it is not readable enough with the current lighting setup. But on the liquid I would have prefered something simpler. Maybe no pedestal at all. And for the cloth I don't see the point of having one. The shapes are here to have clear readability of the shading not to have some sort of branding.

On the eevee side, the cubemap shape should be Box with fade set to 0 and make the bound of the box correspond with the scene boundaries. You can put the probe a bit higher than the sphere. This will make the reflections/refractions much more accurate.

My 2 cents: I think the blender logo is kind of getting in the way on the preview shapes. On the Maxwell Ball "ripoff" it's kindof okayish but it is not readable enough with the current lighting setup. But on the liquid I would have prefered something simpler. Maybe no pedestal at all. And for the cloth I don't see the point of having one. The shapes are here to have clear readability of the shading not to have some sort of branding. On the eevee side, the cubemap shape should be Box with fade set to 0 and make the bound of the box correspond with the scene boundaries. You can put the probe a bit higher than the sphere. This will make the reflections/refractions much more accurate.

@GavinScott: the reason it doesn’t go full edge to edge, is so you can see displacement. But even so I could probably zoom in a wee bit more.

@fclem: Yes, the fluid one is a bit excessive and doesn’t need a Blender logo, I agree. I also think that it’s probably too complex - it could be a simple drop or puddle. I will ask Robin Marin if he wants to make a new one.

For the cloth, we could omit it. But the point of these shapes is to better test your shading on something vault representative of the type of material you are creating. Robin Marin also made a hard surface preview object, which is somewhat interesting.

For the shader ball, the rationale is that the grey part is middle grey, so that you have something to compare to. It’s also become a convention that different apps have different cutouts.

@GavinScott: the reason it doesn’t go full edge to edge, is so you can see displacement. But even so I could probably zoom in a wee bit more. @fclem: Yes, the fluid one is a bit excessive and doesn’t need a Blender logo, I agree. I also think that it’s probably too complex - it could be a simple drop or puddle. I will ask Robin Marin if he wants to make a new one. For the cloth, we could omit it. But the point of these shapes is to better test your shading on something vault representative of the type of material you are creating. Robin Marin also made a hard surface preview object, which is somewhat interesting. For the shader ball, the rationale is that the grey part is middle grey, so that you have something to compare to. It’s also become a convention that different apps have different cutouts.

Here's Robin Marin's Hard Surface preview shape, for reference:

Screen Shot 2018-11-08 at 10.09.26.png

Here's Robin Marin's Hard Surface preview shape, for reference: ![Screen Shot 2018-11-08 at 10.09.26.png](https://archive.blender.org/developer/F5439000/Screen_Shot_2018-11-08_at_10.09.26.png)

I agree about the Blender logo getting in the way of the cloth, particularly if you're trying to see a texture pattern. On the shader ball the curves on the logo help to see what the material does, for the cloth the logo is not using the material, it's just a grey spot in the middle of the preview.

File size is a bit of a concern, this is .blend file is still 13MB compressed. I don't think the base meshes need to have that many polygons if subsurf was used, but maybe be a lot of work to remodel, I'm not sure.

I agree about the Blender logo getting in the way of the cloth, particularly if you're trying to see a texture pattern. On the shader ball the curves on the logo help to see what the material does, for the cloth the logo is not using the material, it's just a grey spot in the middle of the preview. File size is a bit of a concern, this is .blend file is still 13MB compressed. I don't think the base meshes need to have that many polygons if subsurf was used, but maybe be a lot of work to remodel, I'm not sure.

@brecht: Yes, I will update to remove the Blender logo on the cloth and to remove the base there too. Maybe Tuqueque has a version without the Blender-shaped hole.

I mean, we don't put a Blender logo on the sphere, and the hair doesn't work the outline of the Blender logo either :)

One of things that make the file large is the complex and detailed fluid object. I agree with @fclem that it's too complex. Something smaller, simpler, more blobby would work well for fluid I think.

@brecht: Yes, I will update to remove the Blender logo on the cloth and to remove the base there too. Maybe Tuqueque has a version without the Blender-shaped hole. I mean, we don't put a Blender logo on the sphere, and the hair doesn't work the outline of the Blender logo either :) One of things that make the file large is the complex and detailed fluid object. I agree with @fclem that it's too complex. Something smaller, simpler, more blobby would work well for fluid I think.

A few updates:

  • Removed Blender logo & pedestal from cloth:

Screen Shot 2018-11-08 at 15.46.55.png

  • Greatly simplified fluid. This is much more lightweight now, and removes the need to a pedestal here too:

Screen Shot 2018-11-08 at 15.51.24.png

I think this can still be better though.

  • @fclem helped make improvements to the light probe and irradiance volume.
A few updates: - Removed Blender logo & pedestal from cloth: ![Screen Shot 2018-11-08 at 15.46.55.png](https://archive.blender.org/developer/F5443142/Screen_Shot_2018-11-08_at_15.46.55.png) - Greatly simplified fluid. This is much more lightweight now, and removes the need to a pedestal here too: ![Screen Shot 2018-11-08 at 15.51.24.png](https://archive.blender.org/developer/F5443153/Screen_Shot_2018-11-08_at_15.51.24.png) I think this can still be better though. - @fclem helped make improvements to the light probe and irradiance volume.

Added subscriber: @lsscpp

Added subscriber: @lsscpp

What is the scale of the scene? I mean, how one of those squares on floor is big? 1 BU?
It would be great if one could set the scale of the preview, to se how mataerials react at arbitrary size

What is the scale of the scene? I mean, how one of those squares on floor is big? 1 BU? It would be great if one could set the scale of the preview, to se how mataerials react at arbitrary size

Added subscriber: @Nick_w

Added subscriber: @Nick_w

i think the ball should remain under the cloth to help visualize transparency
simplecloth.jpg

i think the ball should remain under the cloth to help visualize transparency ![simplecloth.jpg](https://archive.blender.org/developer/F5504971/simplecloth.jpg)

Added subscriber: @JasonClarke

Added subscriber: @JasonClarke

@Nick_w Yes I agree with this. The checkerboard texture you have there helps with this. I will add that.

@Nick_w Yes I agree with this. The checkerboard texture you have there helps with this. I will add that.

Added subscriber: @0o00o0oo

Added subscriber: @0o00o0oo

Updated the scene with an assortment of smaller changes.

  • Removed Blender logo from the cloth
  • Added the checker ball inside the cloth
    Screen Shot 2018-11-17 at 23.05.22.png
  • Changed fluid preview to be much simpler:
    Screen Shot 2018-11-17 at 23.02.04.png
    This could still be much better, but it is a start.
  • A few other small tweaks
Updated the scene with an assortment of smaller changes. - Removed Blender logo from the cloth - Added the checker ball inside the cloth ![Screen Shot 2018-11-17 at 23.05.22.png](https://archive.blender.org/developer/F5608394/Screen_Shot_2018-11-17_at_23.05.22.png) - Changed fluid preview to be much simpler: ![Screen Shot 2018-11-17 at 23.02.04.png](https://archive.blender.org/developer/F5608409/Screen_Shot_2018-11-17_at_23.02.04.png) This could still be much better, but it is a start. - A few other small tweaks

Update: New liquid splash preview shape by Tuqueque included.

Screenshot 2018-12-22 at 16.57.42.png

Update: New liquid splash preview shape by Tuqueque included. ![Screenshot 2018-12-22 at 16.57.42.png](https://archive.blender.org/developer/F6036210/Screenshot_2018-12-22_at_16.57.42.png)

This looks good to commit, except maybe the file size. The latest version is 30MB uncompressed / 4.8MB compressed.

That consists of roughly:

  • 17MB uncompressed / 1.1MB compressed EEVEE cached light data (needed for correct reflections)
  • 13MB uncompressed / 3.7MB compressed mesh data.

The EEVEE light cache could be left out and computed on the fly probably, but would need some code changes.

@WilliamReynish will look at reducing the mesh sizes.

This looks good to commit, except maybe the file size. The latest version is 30MB uncompressed / 4.8MB compressed. That consists of roughly: * 17MB uncompressed / 1.1MB compressed EEVEE cached light data (needed for correct reflections) * 13MB uncompressed / 3.7MB compressed mesh data. The EEVEE light cache could be left out and computed on the fly probably, but would need some code changes. @WilliamReynish will look at reducing the mesh sizes.

Updated the preview blend file.

It's less than half the size with no apparent visual difference

  • Removed redundant UV maps
  • Removed unused solid shape
  • Decimated areas of cloth and fluid shapes that are not visible to the camera
  • Heavily decimated sphere, cube and plane, and added Subdivision Surface modifier instead
  • halved resolution of light probe
  • Removed BG letters object

Update: Purged some lingering unused data for more space saving

If it needs to be smaller, I can also retopo the fluid object fo save even more space.

Updated the preview blend file. It's less than half the size with no apparent visual difference - Removed redundant UV maps - Removed unused solid shape - Decimated areas of cloth and fluid shapes that are not visible to the camera - Heavily decimated sphere, cube and plane, and added Subdivision Surface modifier instead - halved resolution of light probe - Removed BG letters object Update: Purged some lingering unused data for more space saving If it needs to be smaller, I can also retopo the fluid object fo save even more space.

I think this is small enough. The shader ball base seems to have gone missing?

I've updated the patch with some changes:

  • Replace world sphere by toggle to use world for any shape.
  • Material icon / asset preview now uses specified shape instead of always a sphere.
  • Increase default preview render height a bit.
I think this is small enough. The shader ball base seems to have gone missing? I've updated the patch with some changes: * Replace world sphere by toggle to use world for any shape. * Material icon / asset preview now uses specified shape instead of always a sphere. * Increase default preview render height a bit.

Updated the file and added back the base, which was deleted by mistake when the hard surface object was deleted.

@brecht: tested the World toggle, but it seems to do nothing - does it require changes to the preview blend?

Eg, make the World background neon green, enable material mode World toggle. Appears to be no change in appearance

Updated the file and added back the base, which was deleted by mistake when the hard surface object was deleted. @brecht: tested the World toggle, but it seems to do nothing - does it require changes to the preview blend? Eg, make the World background neon green, enable material mode World toggle. Appears to be no change in appearance

It doesn't have much visible effect in the default startup file:

  • The floor remains in the scene, unlike the old world sphere.
  • The default startup.blend world is dark and has little influence.
  • The area lights are quite strong.

I don't think hiding the floor would be ideal, for a lot of environment textures the bottom part is not useful to look at. We could disable the area lights. But it really depends on the scene if the world by itself provides enough lighting by itself.

So not sure what to do here, though it's a bit confusing that by default this option seems to have no influence.

It doesn't have much visible effect in the default startup file: * The floor remains in the scene, unlike the old world sphere. * The default startup.blend world is dark and has little influence. * The area lights are quite strong. I don't think hiding the floor would be ideal, for a lot of environment textures the bottom part is not useful to look at. We could disable the area lights. But it really depends on the scene if the world by itself provides enough lighting by itself. So not sure what to do here, though it's a bit confusing that by default this option seems to have no influence.

Actually it seems a bug snuck into the patch, will fix.

Actually it seems a bug snuck into the patch, will fix.

Ah yes, it does work I see - just not very visible with Eevee because the lighting is baked via the probe :)

But for Cycles it does indeed work.

It's a conundrum with the lights. I would say probably it makes the most sense to hide them when World is on? Otherwise the built-in lights will drown out whatever HDRI map you are using to test your materials. If you want to preview using the World HDRI, you probably want to only see that, otherwise the World toggle is not so useful I think.

Should I organize the preview blend differently for this, or can you programmatically disable lights when World is on?

Ah yes, it does work I see - just not very visible with Eevee because the lighting is baked via the probe :) But for Cycles it does indeed work. It's a conundrum with the lights. I would say probably it makes the most sense to hide them when World is on? Otherwise the built-in lights will drown out whatever HDRI map you are using to test your materials. If you want to preview using the World HDRI, you probably want to *only* see that, otherwise the World toggle is not so useful I think. Should I organize the preview blend differently for this, or can you programmatically disable lights when World is on?

I am not entirely happy with the fluid preview shape. I don't like the stem so much in the way it pours down from outside the view.

For this reason, I have been trying various alternative shapes.

Current fluid shape:
Screenshot 2019-01-04 at 23.36.17.png

Alt 1:
Screenshot 2019-01-04 at 23.36.27.png

Alt 2:
Screenshot 2019-01-04 at 23.37.14.png

Alt 3:
Screenshot 2019-01-04 at 23.36.38.png

Alt 4:
Screenshot 2019-01-04 at 23.36.47.png

Alt 5:
Screenshot 2019-01-04 at 23.37.29.png

Comments appreciated.

I am not entirely happy with the fluid preview shape. I don't like the stem so much in the way it pours down from outside the view. For this reason, I have been trying various alternative shapes. Current fluid shape: ![Screenshot 2019-01-04 at 23.36.17.png](https://archive.blender.org/developer/F6177121/Screenshot_2019-01-04_at_23.36.17.png) Alt 1: ![Screenshot 2019-01-04 at 23.36.27.png](https://archive.blender.org/developer/F6177122/Screenshot_2019-01-04_at_23.36.27.png) Alt 2: ![Screenshot 2019-01-04 at 23.37.14.png](https://archive.blender.org/developer/F6177123/Screenshot_2019-01-04_at_23.37.14.png) Alt 3: ![Screenshot 2019-01-04 at 23.36.38.png](https://archive.blender.org/developer/F6177124/Screenshot_2019-01-04_at_23.36.38.png) Alt 4: ![Screenshot 2019-01-04 at 23.36.47.png](https://archive.blender.org/developer/F6177125/Screenshot_2019-01-04_at_23.36.47.png) Alt 5: ![Screenshot 2019-01-04 at 23.37.29.png](https://archive.blender.org/developer/F6177126/Screenshot_2019-01-04_at_23.37.29.png) Comments appreciated.

Added subscriber: @ManuelGrad

Added subscriber: @ManuelGrad

I really like Alt 4!
Alt 1 is also nice.

I really like Alt 4! Alt 1 is also nice.

Added subscriber: @moisessalvador

Added subscriber: @moisessalvador

I like Alt 3. My main problem Current and Alt 1, and to an extent with all of them, is that the thin parts don't look realistic. Maybe an actual simulation with flip fluids would be nice

I like Alt 3. My main problem Current and Alt 1, and to an extent with all of them, is that the thin parts don't look realistic. Maybe an actual simulation with flip fluids would be nice

Added subscriber: @AFWS

Added subscriber: @AFWS

I also kinda like Alt 4. Not a fan of the thickness at the bottom though. Maybe the shape of Alt 4 with the thickness of Alt 1 ,which would give more room for maybe a few more drops at the back?

I also kinda like Alt 4. Not a fan of the thickness at the bottom though. Maybe the shape of Alt 4 with the thickness of Alt 1 ,which would give more room for maybe a few more drops at the back?

@AFWS Good point, I might try that.

@AFWS Good point, I might try that.

Updated preview blend above with an updated fluid scene. It is lighter, with a greatly reduced poly count.

Screenshot 2019-01-14 at 21.41.27.png

Updated preview blend above with an updated fluid scene. It is lighter, with a greatly reduced poly count. ![Screenshot 2019-01-14 at 21.41.27.png](https://archive.blender.org/developer/F6288515/Screenshot_2019-01-14_at_21.41.27.png)

Added subscriber: @masinisa89

Added subscriber: @masinisa89

rect7723.png

![rect7723.png](https://archive.blender.org/developer/F6295683/rect7723.png)

@masinisa89 I don't get it. This is already how it works. Did you try the patch?

@masinisa89 I don't get it. This is already how it works. Did you try the patch?

In #57683#600571, @WilliamReynish wrote:
@masinisa89 I don't get it. This is already how it works. Did you try the patch?

i am sorry
It's just a It's just a proposal
i did not try the patch

> In #57683#600571, @WilliamReynish wrote: > @masinisa89 I don't get it. This is already how it works. Did you try the patch? i am sorry It's just a It's just a proposal i did not try the patch

Added subscriber: @aiiro

Added subscriber: @aiiro

Added subscriber: @oxben

Added subscriber: @oxben

Added subscriber: @DanielPaul

Added subscriber: @DanielPaul

Added subscriber: @wevon-2

Added subscriber: @wevon-2

Looking for an object to visualize the transparent and translucent materials, I think you could find something with grace, that as Suzanne could be imported by default. Suzanne not being flat does not rest well on the surface and always has to adjust its position a bit and does not always fit.
It is only a sketch, if interested you can work better and optimize.
Material.png

Looking for an object to visualize the transparent and translucent materials, I think you could find something with grace, that as Suzanne could be imported by default. Suzanne not being flat does not rest well on the surface and always has to adjust its position a bit and does not always fit. It is only a sketch, if interested you can work better and optimize. ![Material.png](https://archive.blender.org/developer/F6455916/Material.png)
Member

Added subscriber: @elm19087

Added subscriber: @elm19087

Added subscriber: @machieb

Added subscriber: @machieb

Very nice, when will it be implemented in Blender 2.8?

Very nice, when will it be implemented in Blender 2.8?

Added subscriber: @Jaydead

Added subscriber: @Jaydead

Robin Marin has contributed an alternative fluid preview primitive here:

Screenshot 2019-02-14 at 13.19.11.png

We could perhaps add this to replace the other fluid primitive.

Robin Marin has contributed an alternative fluid preview primitive here: ![Screenshot 2019-02-14 at 13.19.11.png](https://archive.blender.org/developer/F6608696/Screenshot_2019-02-14_at_13.19.11.png) We could perhaps add this to replace the other fluid primitive.

Added subscriber: @Momotron

Added subscriber: @Momotron

How about NPR and toon shaders? Is here anyone utilizing them? What would be the best preview material for super flat shaders?

How about NPR and toon shaders? Is here anyone utilizing them? What would be the best preview material for super flat shaders?

@Momotron These are just preview shapes. You can use them with any material, obviously.

@Momotron These are just preview shapes. You can use them with any material, obviously.

Regarding file size. After discussion with Campbell the proposed solution is to put this file in a git submodule, for example release/datafiles/assets. In the future this could then also contain asset .blend files once we bundle them.

The other options would be to use svn or git lfs, but it seems simplest to stick to what we already use elsewhere.

Regarding file size. After discussion with Campbell the proposed solution is to put this file in a git submodule, for example `release/datafiles/assets`. In the future this could then also contain asset .blend files once we bundle them. The other options would be to use svn or git lfs, but it seems simplest to stick to what we already use elsewhere.
Brecht Van Lommel self-assigned this 2019-04-12 08:15:24 +02:00

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

In #57683#593853, @WilliamReynish wrote:
Comments appreciated.

For fliud there should be variation that includes

  • thin fragment for transparency
  • thick wedge fragment with known thickness, for absorbtion
  • spherical for reflection/ refraction

So it can be Alt1 with Alt4 splash bubbles, maybe in invisible petri dish

> In #57683#593853, @WilliamReynish wrote: > Comments appreciated. For fliud there should be variation that includes - thin fragment for transparency - thick wedge fragment with known thickness, for absorbtion - spherical for reflection/ refraction So it can be Alt1 with Alt4 splash bubbles, maybe in invisible petri dish

This issue was referenced by f5ea1fc4fb

This issue was referenced by f5ea1fc4fbafbac6f648ba0d9d9ef16ca8323041

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Committed, considering this resolved. Further tweaks to the shapes are always possible later.

Committed, considering this resolved. Further tweaks to the shapes are always possible later.

Added subscriber: @MarkoBr

Added subscriber: @MarkoBr

Added subscriber: @gusdleon

Added subscriber: @gusdleon

Added subscriber: @AditiaA.Pratama

Added subscriber: @AditiaA.Pratama
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
26 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#57683
No description provided.