xylvier-patch-edge-width-max-value #105544

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Clément Foucault merged 5 commits from Xylvier/blender:xylvier-patch-edge-width-max-value into main 2023-03-08 15:02:00 +01:00
Contributor

Adjustment of the max value of "Edge Width" from 5 to 32.

The first implementation based the max value on what seemed reasonable.
It was therefore limited it to 5.
I received a request from a user in the first already merged PR 104741 to allow a higher max value.

Thus I adjusted the max value to be the same as the max value used for "Vertex Size", 32.

Adjustment of the max value of "Edge Width" from 5 to 32. The first implementation based the max value on what seemed reasonable. It was therefore limited it to 5. I received a request from a user in the first already merged [PR 104741](https://projects.blender.org/blender/blender/pulls/104741) to allow a higher max value. Thus I adjusted the max value to be the same as the max value used for "Vertex Size", 32.
Patrick Busch added 2 commits 2023-03-07 19:21:45 +01:00
cce3239fd0 Increased the max "Edge Width" from 5 to 32
After a user pointed out that the limit of max value 5 for "edge_width" was a bit low for some resolutions, I adjusted it to be more similar the "vertex_size" max value of 32.

No functionality changed, so it's really only a QoL betterment for special resolution using Blenderer.
Patrick Busch requested review from Clément Foucault 2023-03-07 19:22:42 +01:00
Member

Awesome, thanks for implementing this again.

Awesome, thanks for implementing this again.
Clément Foucault approved these changes 2023-03-07 23:51:44 +01:00
Clément Foucault left a comment
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I guess this is ok. The max value of 5 for the outline is because of a limitation in the overlay engine. So this is fine.

But what is WIP about this patch?

I guess this is ok. The max value of 5 for the outline is because of a limitation in the overlay engine. So this is fine. But what is WIP about this patch?
Patrick Busch added 1 commit 2023-03-08 00:28:20 +01:00
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@fclem It just updated (from saying the PR was broken), though I do not know if I should remove "WIP" since you did it last time. Thought I rather go with what the default PR UI suggested.

@fclem It just updated (from saying the PR was broken), though I do not know if I should remove "WIP" since you did it last time. Thought I rather go with what the default PR UI suggested.

WIP means you still plan to add changes to this PR. Not WIP mean you request the reviewer attention since you consider you PR ready.

Please follow our commit title and message formatting guidelines https://wiki.blender.org/wiki/Style_Guide/Commit_Messages

WIP means you still plan to add changes to this PR. Not WIP mean you request the reviewer attention since you consider you PR ready. Please follow our commit title and message formatting guidelines https://wiki.blender.org/wiki/Style_Guide/Commit_Messages
Patrick Busch changed title from WIP: xylvier-patch-edge-width-max-value to xylvier-patch-edge-width-max-value 2023-03-08 08:55:13 +01:00
Patrick Busch added 1 commit 2023-03-08 08:55:45 +01:00
Patrick Busch added 1 commit 2023-03-08 14:18:53 +01:00
Clément Foucault merged commit 2282272787 into main 2023-03-08 15:02:00 +01:00
Member

Hi

Sorry to post it under this not sure whereelse is a good place to bring this up. This patch does not work for curves. Was this planned for this patch?

Hi Sorry to post it under this not sure whereelse is a good place to bring this up. This patch does not work for curves. Was this planned for this patch?
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@kursadk Sorry, this patch was generally just to allow higher values for the initially limited to 5 max width for "Edges". As it was only adjusting the limit from 5 to 32, it was easily done.

The previous patch also did not include anything related to curves.

That would be something to ask for separately, like the initial request I found on RCS(Right Click Select) for the "Edge Width". The right place to mention your request regarding curves would be there I believe.

This PR is merged, meaning it did it's purpose.
While I believe this is not the right place to continue talking about such after the merge, I'm not aware where else either, except for perhaps RCS.

@kursadk Sorry, this patch was generally just to allow higher values for the initially limited to 5 max width for "Edges". As it was only adjusting the limit from 5 to 32, it was easily done. The previous patch also did not include anything related to curves. That would be something to ask for separately, like the initial request I found on RCS(Right Click Select) for the "Edge Width". The right place to mention your request regarding curves would be there I believe. This PR is merged, meaning it did it's purpose. While I believe this is not the right place to continue talking about such after the merge, I'm not aware where else either, except for perhaps RCS.
Member

@Xylvier Thanks for the reply and the implementation for this. I have been waiting for this feature in Blender for like 20 years. It is also very important for people with visual impairments.

@Xylvier Thanks for the reply and the implementation for this. I have been waiting for this feature in Blender for like 20 years. It is also very important for people with visual impairments.
First-time contributor

Hello. Please do the same setting for UV Seams. To be able to set the thickness of the seams that are set for the development.

Hello. Please do the same setting for UV Seams. To be able to set the thickness of the seams that are set for the development.
First-time contributor

With UV mapping, something needs to be done. If you increase the size of the edges, they look creepy in other modes.
If they were solid, everything would just be covered in red, and the selection should be on top of everything else, highlighting the selected parts.
All red solid is the seams of SW.
White highlighted edge.

With UV mapping, something needs to be done. If you increase the size of the edges, they look creepy in other modes. If they were solid, everything would just be covered in red, and the selection should be on top of everything else, highlighting the selected parts. All red solid is the seams of SW. White highlighted edge.
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@Ghostil Hei, sorry but I do not think that the established features using the coloring of the outlines to show seams/sharp edges/creases and such in 3DView and UV/Image Editor will see any change soon.
I only allowed adjustments for some people using 4K screens for example, where the lines were hardly visible.

With normal resolutions a value of 2-3 is making it already a lot easier to see, but going any higher looks just wrong (was never intended to be used that way).
If you for any reason like those lines thicker, and it helps, I'm happy, but please consider that I won't change the foundation of the way lines are displayed.
The color-coding of the outlines is there for a reason.

If you have a request regarding the way you think the display of lines should be changed, please consider using rightclickselect.

@Ghostil Hei, sorry but I do not think that the established features using the coloring of the outlines to show seams/sharp edges/creases and such in 3DView and UV/Image Editor will see any change soon. I only allowed adjustments for some people using 4K screens for example, where the lines were hardly visible. With normal resolutions a value of 2-3 is making it already a lot easier to see, but going any higher looks just wrong (was never intended to be used that way). If you for any reason like those lines thicker, and it helps, I'm happy, but please consider that I won't change the foundation of the way lines are displayed. The color-coding of the outlines is there for a reason. If you have a request regarding the way you think the display of lines should be changed, please consider using [rightclickselect](https://blender.community/c/rightclickselect).
Member

@Xylvier

Would there be a way to make it so that the edge thickness of the wireframe gets thinner as the object moves away from the viewer/camera? I love working with thick edges but one issue is that after zooming out in the viewport object edges all looked jumbled due to the thickness vs the object size ratio on the screen.

@Xylvier Would there be a way to make it so that the edge thickness of the wireframe gets thinner as the object moves away from the viewer/camera? I love working with thick edges but one issue is that after zooming out in the viewport object edges all looked jumbled due to the thickness vs the object size ratio on the screen.

Reminder to everybody that this isn't a thread for feature request.

Reminder to everybody that this isn't a thread for feature request.
Author
Contributor

@fclem Thanks.

@Ghostil The feature "Edge Width" is not based on how far or close you are to the object. "Vertex Size" and "Outline" are equally not, it's only there to allow adjusting the thickness for more comfortable work, as already mentioned on a 4K screen those may just be squintingly small. Rather then going all out with the size, I'd recommend to go for a good balance of thicker then 1(default) and thinner then ugly.

I also believe that the already mentioned RightClickSelect should be a better place, should you want to suggest any further changes or have ideas that could improve Blender.

@fclem Thanks. @Ghostil The feature "Edge Width" is not based on how far or close you are to the object. "Vertex Size" and "Outline" are equally not, it's only there to allow adjusting the thickness for more comfortable work, as already mentioned on a 4K screen those may just be squintingly small. Rather then going all out with the size, I'd recommend to go for a good balance of thicker then 1(default) and thinner then ugly. I also believe that the already mentioned [RightClickSelect](https://blender.community/c/rightclickselect) should be a better place, should you want to suggest any further changes or have ideas that could improve Blender.
First-time contributor

@fclem Thanks.

@Ghostil The feature "Edge Width" is not based on how far or close you are to the object. "Vertex Size" and "Outline" are equally not, it's only there to allow adjusting the thickness for more comfortable work, as already mentioned on a 4K screen those may just be squintingly small. Rather then going all out with the size, I'd recommend to go for a good balance of thicker then 1(default) and thinner then ugly.

I also believe that the already mentioned RightClickSelect should be a better place, should you want to suggest any further changes or have ideas that could improve Blender.

https://blender.community/c/rightclickselect/B61Y/?sorting=hot

About the seams for uv, I tried to write there. It is unlikely that this will be implemented at all. I like how the seams are made in 3ds max, Maya or Houdini. Therefore, I would like to have the same option in Blender. I'm not strong enough in C++ to do this for blender myself.

> @fclem Thanks. > > @Ghostil The feature "Edge Width" is not based on how far or close you are to the object. "Vertex Size" and "Outline" are equally not, it's only there to allow adjusting the thickness for more comfortable work, as already mentioned on a 4K screen those may just be squintingly small. Rather then going all out with the size, I'd recommend to go for a good balance of thicker then 1(default) and thinner then ugly. > > I also believe that the already mentioned [RightClickSelect](https://blender.community/c/rightclickselect) should be a better place, should you want to suggest any further changes or have ideas that could improve Blender. https://blender.community/c/rightclickselect/B61Y/?sorting=hot About the seams for uv, I tried to write there. It is unlikely that this will be implemented at all. I like how the seams are made in 3ds max, Maya or Houdini. Therefore, I would like to have the same option in Blender. I'm not strong enough in C++ to do this for blender myself.
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Reference: blender/blender#105544
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