Compositor: Re-organize Add menu #111481

Merged
Pablo Vazquez merged 7 commits from pablovazquez/blender:ui-compositor-add-menu-reorg into main 2023-08-31 16:32:56 +02:00
Member

The goal is improve discoverability and consistency with other editors.

Split menu into groups, divided by separators, sorting alphabetically
within each group of items. Following how it is in Geometry Nodes.

Before After
comp_add_menu_before.png comp_add_menu_after.png

As part of the discoverability goal, having dedicated menus for things
like Tracking and Keying will hopefully make casual users discover
this side of Blender.

The new structure is as follows:

- Search
- Input
  - Constant
    - RGB
    - Value
  - Bokeh Image
  - Image
  - Mask
  - Movie Clip
  - Texture
  - Scene
    - Render Layers
    - Scene Time 
    - Time Curve
- Output
  - Composite
  - Split Viewer
  - Viewer
  - File Output
- Color
  - Adjust
    - Brightness/Contrast
    - Color Balance
    - Color Correction
    - Exposure
    - Gamma
    - Hue Correct
    - Hue/Saturation/Value
    - RGB Curves
    - Tonemap
  - Mix
    - Alpha Over
    - Combine Color
    - Separate Color
    - Mix Color
    - Z Combine
  - Alpha Convert
  - Color Ramp
  - Convert Colorspace
  - Invert Color
  - RGB to BW
- Filter
  - Blur
    - Bilateral Blur
    - Blur
    - Bokeh Blur
    - Defocus
    - Directional Blur
    - Vector Blur
  - Anti-Alising
  - Denoise
  - Despeckle
  - Dilate/Erode
  - Inpaint
  - Filter
  - Glare
  - Kuwahara
  - Pixelate
  - Posterize
  - Sun Beams
- Keying
  - Channel Key
  - Chroma Key
  - Color Key
  - Color Spill
  - Difference Key
  - Distance Key
  - Keying
  - Keying Screen
  - Luminance Key
- Mask
  - Cryptomatte
  - Cryptomatte (Legacy)
  - Box Mask
  - Ellipse Mask
  - Double Edge Mask
  - ID Mask
  - Set Alpha
- Tracking
  - Plane Track Deform
  - Stabilize 2D
  - Track Position
- Transform
  - Rotate
  - Scale
  - Transform
  - Translate
  - Corner Pin
  - Crop
  - Displace
  - Flip
  - Map UV
  - Lens Distortion
  - Movie Distortion
- Utilities
  - Map Range
  - Map Value
  - Math
  - Levels
  - Normalize
  - Switch
  - Switch Stereo View
- Vector
  - Combine XYZ
  - Separate XYZ
  - Normal
  - Vector Curves
- Group
  - Group Input
  - Group Output
  - Groups
- Layout
  - Frame
  - Reroute

Screenshots

Color → Adjust
image
Color → Mix
image
Filter → Blur
image
Keying
image
Mask
image
Transform
image
Utilities
image

The current menu only has 1 level of depth in menus, which makes
for quick access of entries. This becomes less relevant as more nodes
are added, and users being able to add their own node assets.
Especially when paired up with the upcoming search in menus ,
having multi-level menus is more about discoverability and clarity.

image

Future changes

  1. For the menu to be more consistent with other areas, some nodes need to be renamed. That should be a separate patch.
  2. Cryptomatte (Legacy) is left in the menu but could be removed in favor of the new one. (still available through search if needed).
  3. Group Input/Output entries are duplicate (under Group, and under the Input/Output menus). This should be cleaned up as a later change done across all node editors.
The goal is improve discoverability and consistency with other editors. Split menu into groups, divided by separators, sorting alphabetically within each group of items. Following how it is in Geometry Nodes. |Before|After| |----|----| |![comp_add_menu_before.png](/attachments/d9b83027-6b50-4713-9b73-5e867b64f2d5)|![comp_add_menu_after.png](/attachments/13561682-a906-4104-95f2-eee4e9fa51ff)| As part of the discoverability goal, having dedicated menus for things like `Tracking` and `Keying` will hopefully make casual users discover this side of Blender. The new structure is as follows: ```markdown - Search - Input - Constant - RGB - Value - Bokeh Image - Image - Mask - Movie Clip - Texture - Scene - Render Layers - Scene Time - Time Curve - Output - Composite - Split Viewer - Viewer - File Output - Color - Adjust - Brightness/Contrast - Color Balance - Color Correction - Exposure - Gamma - Hue Correct - Hue/Saturation/Value - RGB Curves - Tonemap - Mix - Alpha Over - Combine Color - Separate Color - Mix Color - Z Combine - Alpha Convert - Color Ramp - Convert Colorspace - Invert Color - RGB to BW - Filter - Blur - Bilateral Blur - Blur - Bokeh Blur - Defocus - Directional Blur - Vector Blur - Anti-Alising - Denoise - Despeckle - Dilate/Erode - Inpaint - Filter - Glare - Kuwahara - Pixelate - Posterize - Sun Beams - Keying - Channel Key - Chroma Key - Color Key - Color Spill - Difference Key - Distance Key - Keying - Keying Screen - Luminance Key - Mask - Cryptomatte - Cryptomatte (Legacy) - Box Mask - Ellipse Mask - Double Edge Mask - ID Mask - Set Alpha - Tracking - Plane Track Deform - Stabilize 2D - Track Position - Transform - Rotate - Scale - Transform - Translate - Corner Pin - Crop - Displace - Flip - Map UV - Lens Distortion - Movie Distortion - Utilities - Map Range - Map Value - Math - Levels - Normalize - Switch - Switch Stereo View - Vector - Combine XYZ - Separate XYZ - Normal - Vector Curves - Group - Group Input - Group Output - Groups - Layout - Frame - Reroute ``` ## Screenshots |Color → Adjust| |----| |![image](/attachments/d9d089ec-cc4d-4910-acec-0358de6951a6)| |Color → Mix| |----| |![image](/attachments/86bfbf3d-007a-4d8e-9f8c-035344dbbd96)| |Filter → Blur| |----| |![image](/attachments/2081bea2-7619-4b8c-a907-a2c45853ed20)| |Keying| |----| |![image](/attachments/6a128ebc-a093-4096-a897-fb12587acf0c)| |Mask| |----| |![image](/attachments/5b6cd8d1-43bb-489a-821f-c0d3ebcc1e8c)| |Transform| |----| |![image](/attachments/c0718409-45c4-4b2f-9bfc-6bcc53068d5a)| |Utilities| |----| |![image](/attachments/c47f0701-3385-4b1f-ad45-5d9e37eabe7d)| The current menu only has 1 level of depth in menus, which makes for quick access of entries. This becomes less relevant as more nodes are added, and users being able to add their own node assets. Especially when paired up with the upcoming [search in menus](https://projects.blender.org/blender/blender/pulls/110855) , having multi-level menus is more about discoverability and clarity. ![image](/attachments/d04f1ba3-66c3-4989-91e2-f695ba376466) ## Future changes 1. For the menu to be more consistent with other areas, some nodes need to be renamed. That should be a separate patch. 2. Cryptomatte (Legacy) is left in the menu but could be removed in favor of the new one. (still available through search if needed). 3. Group Input/Output entries are duplicate (under Group, and under the Input/Output menus). This should be cleaned up as a later change done across all node editors.
Pablo Vazquez added 1 commit 2023-08-24 17:36:38 +02:00
3cd0d4ffa0 Compositor: Re-organize Add menu
Split menu into groups, divided by separators, sorting alphabetically
within each group of items. Following how it is in Geometry Nodes.
Pablo Vazquez requested review from Hans Goudey 2023-08-24 17:36:53 +02:00
Member

I think it would be best for this to be reviewed by the compositor team. The code is straightforward, so I can't offer much experience here.

I think it would be best for this to be reviewed by the compositor team. The code is straightforward, so I can't offer much experience here.
Author
Member

I think it would be best for this to be reviewed by the compositor team. The code is straightforward, so I can't offer much experience here.

Since this is also trying to follow Geometry Nodes I thought it might make sense. Good idea, will poke the VFX module. Thanks!

Hey VFX module, @sebastian_k, @SeanKennedy, @eyecandy, any feedback on the organization of these menus?

> I think it would be best for this to be reviewed by the compositor team. The code is straightforward, so I can't offer much experience here. Since this is also trying to follow Geometry Nodes I thought it might make sense. Good idea, will poke the VFX module. Thanks! Hey VFX module, @sebastian_k, @SeanKennedy, @eyecandy, any feedback on the organization of these menus?
Pablo Vazquez removed review request for Hans Goudey 2023-08-25 14:02:01 +02:00

Hey! Most of the stuff I really like, and I think for discoverabilty this does help a lot.
The only thing I would maybe change from a practise and speed point of view is the Color Menu.
Mix and Alpha Over are the 2 of the things that are being used most often, at least from my experience.
Having those 2 essential nodes in a sub-sub-menu is not ideal.
So from a pratice point of view I would put them like this:

Color -> Alpha Over
-> Mix
-> Adjust
-> ...

To avoid having "Mix" 2 times you could rename the remaining contents of the Mix menu like this:
Channels -> Combine Color
-> Separate Color
-> Z Combine

Or, now that I think of it, why not put Mix as top level?
So:

Input
Output
Color
Mix -> Alpha Over
-> Mix
-> Channels -> ...
I think that would be best for a fast workflow without too many sub-menus.

Hey! Most of the stuff I really like, and I think for discoverabilty this does help a lot. The only thing I would maybe change from a practise and speed point of view is the Color Menu. Mix and Alpha Over are the 2 of the things that are being used most often, at least from my experience. Having those 2 essential nodes in a sub-sub-menu is not ideal. So from a pratice point of view I would put them like this: Color -> Alpha Over -> Mix -> Adjust -> ... To avoid having "Mix" 2 times you could rename the remaining contents of the Mix menu like this: Channels -> Combine Color -> Separate Color -> Z Combine Or, now that I think of it, why not put Mix as top level? So: Input Output Color Mix -> Alpha Over -> Mix -> Channels -> ... I think that would be best for a fast workflow without too many sub-menus.

A lot of reorganization makes the menus more clear indeed.

I have few notes.

First, there are those menu items:

  • Filter -> Blur -> Blur
  • Filter -> Filter
  • Keying -> Keying
    It looks a bit strange to duplicate the menu entry as a node name. It is not really a new issue, and I can't currently think of a good alternative. But if someone has ideas here would be nice to hear!

Not sure why Posterize is in Color. Following the logic of Kuwhara and Pixelat nodes it should be in Filter.

The Texture menu is a bit confusing. Surely, the Texture (which is a Texture data-block) is fine there. But, the Bokeh Image is something else from it.
I think either we should follow the "Input" logic here (where the patch keeps and Image) and move Texture and Bokeh Image to Input. Or, rather, follow shading nodes and have Image Texture, Texture (maybe with better name), Bokeh Image in the Texture menu,

Mask -> Set Alpha feels to b w bit off. The rest of the nodes in that category generate mask. Surely you then need to apply that mask somehow, but there is a conflict of mental models here. The rest of the nodes seems to be organized by "what they do" aspect, but the "Set Alpha" is in Mask menu because of a "workflow" paradigm of thinking.

The Color Spill is not really an adjustment node. The rest of the nodes in that menu can be seen as mainly an artistic tweaks, but the Color Spill is to remove spill of the greenscreen on actors and scene. Is not as much of artistic choice here, is more figuring out values for sliders which gets rid of the spill the best.
In a way, if we find it is fine to have some nodes organized from a workflow perspective (similar to Set Alpha) then it makes more sense to have Color Spill in the Keying menu,

Lens Distortion and Movie Distortion are not really a transform.
It is not something I can immediately give definitive design answer here, but within a context of #108944 it feels like we need to be careful and make it clear to artists which nodes can transform without clipping by doing smart things with data and display window, and which ones operate on pixel data within the data window.
Lens distortion might or might not expand the data window, and similarly the Blur node.
For now wanted to bring this awareness, as we'd first need to finalize some other design first.

The name Utilities is never a good name for discoverability. Those are mainly scalar arithmetic (other than normalize). So perhaps just call the menu that, and find a good place for the Normalize.

A lot of reorganization makes the menus more clear indeed. I have few notes. First, there are those menu items: - `Filter -> Blur -> Blur` - `Filter -> Filter` - `Keying -> Keying` It looks a bit strange to duplicate the menu entry as a node name. It is not really a new issue, and I can't currently think of a good alternative. But if someone has ideas here would be nice to hear! Not sure why `Posterize` is in `Color`. Following the logic of `Kuwhara` and `Pixelat` nodes it should be in `Filter`. The `Texture` menu is a bit confusing. Surely, the `Texture` (which is a Texture data-block) is fine there. But, the `Bokeh Image` is something else from it. I think either we should follow the "Input" logic here (where the patch keeps and `Image`) and move `Texture` and `Bokeh Image` to `Input`. Or, rather, follow shading nodes and have `Image Texture`, `Texture` (maybe with better name), `Bokeh Image` in the `Texture` menu, `Mask -> Set Alpha` feels to b w bit off. The rest of the nodes in that category generate mask. Surely you then need to apply that mask somehow, but there is a conflict of mental models here. The rest of the nodes seems to be organized by "what they do" aspect, but the "Set Alpha" is in `Mask` menu because of a "workflow" paradigm of thinking. The `Color Spill` is not really an adjustment node. The rest of the nodes in that menu can be seen as mainly an artistic tweaks, but the `Color Spill` is to remove spill of the greenscreen on actors and scene. Is not as much of artistic choice here, is more figuring out values for sliders which gets rid of the spill the best. In a way, if we find it is fine to have some nodes organized from a workflow perspective (similar to `Set Alpha`) then it makes more sense to have `Color Spill` in the `Keying` menu, `Lens Distortion` and `Movie Distortion` are not really a transform. It is not something I can immediately give definitive design answer here, but within a context of #108944 it feels like we need to be careful and make it clear to artists which nodes can transform without clipping by doing smart things with data and display window, and which ones operate on pixel data within the data window. Lens distortion might or might not expand the data window, and similarly the Blur node. For now wanted to bring this awareness, as we'd first need to finalize some other design first. The name `Utilities` is never a good name for discoverability. Those are mainly scalar arithmetic (other than normalize). So perhaps just call the menu that, and find a good place for the `Normalize`.
Pablo Vazquez added 1 commit 2023-08-28 19:12:41 +02:00
8f784aea24 Address feedback
* Move `Bokeh Image` and `Texture` back to `Input`
* Move `Mix` to the top level
* Move `Posterize` to `Filter`
* Move `Set Alpha` to `Color`
* Move `Color Spill` to `Keying`
* Rename `Mix` node label to `Mix Color`
Author
Member

Thanks for the feedback!

@sebastian_k I like the idea of moving Mix to the top level, it's not consistent with other node editors but it's used so often that it's good to have it at a glance. Although the more nodes that get added people simply search anyway. Moved Alpha Over there, and renamed the Mix node entry to Mix Color.

The Combine/Separate nodes I put them together in their own group. But didn't make a Channels sub-menu as it sounds superfluous for so few options.

@Sergey Good points regarding Texture. Removed the menu and moved the entries back to Input. Also moved Posterize and Color Spill, indeed makes more sense there.

Regarding Set Alpha, I've moved it to Color for now. Not totally solds on it but it makes more sense there than in Mask.

Lens Distortion and Movie Distortion I'm not sure what to do so I left them as is. Open to suggestions.

The name Utilities is never a good name for discoverability. Those are mainly scalar arithmetic (other than normalize). So perhaps just call the menu that, and find a good place for the Normalize.

Utilities comes from the organization of Geometry Nodes. Scalar Arithmetic is not the most user friendly name either. Perhaps in the future when we have more nodes and people use search more than menus, it makes sense to have that as label of a sub-menu.

What do you think of the patch now? (updated patch, description, and all screenshots)

* Move `Bokeh Image` and `Texture` back to `Input` (and remove `Texture` menu)
* Move `Mix` to the top level
* Move `Posterize` to `Filter`
* Move `Set Alpha` to `Color`
* Move `Color Spill` to `Keying`
* Rename `Mix` node label to `Mix Color`
Thanks for the feedback! @sebastian_k I like the idea of moving `Mix` to the top level, it's not consistent with other node editors but it's used so often that it's good to have it at a glance. Although the more nodes that get added people simply search anyway. Moved `Alpha Over` there, and renamed the `Mix` node entry to `Mix Color`. The `Combine/Separate` nodes I put them together in their own group. But didn't make a `Channels` sub-menu as it sounds superfluous for so few options. @Sergey Good points regarding `Texture`. Removed the menu and moved the entries back to `Input`. Also moved `Posterize` and `Color Spill`, indeed makes more sense there. Regarding `Set Alpha`, I've moved it to `Color` for now. Not totally solds on it but it makes more sense there than in `Mask`. `Lens Distortion` and `Movie Distortion` I'm not sure what to do so I left them as is. Open to suggestions. > The name Utilities is never a good name for discoverability. Those are mainly scalar arithmetic (other than normalize). So perhaps just call the menu that, and find a good place for the Normalize. `Utilities` comes from the organization of Geometry Nodes. `Scalar Arithmetic` is not the most user friendly name either. Perhaps in the future when we have more nodes and people use search more than menus, it makes sense to have that as label of a sub-menu. What do you think of the patch now? (updated patch, description, and all screenshots) ```plaintext * Move `Bokeh Image` and `Texture` back to `Input` (and remove `Texture` menu) * Move `Mix` to the top level * Move `Posterize` to `Filter` * Move `Set Alpha` to `Color` * Move `Color Spill` to `Keying` * Rename `Mix` node label to `Mix Color` ```

Thanks for the updates.

Lens Distortion and Movie Distortion I'm not sure what to do so I left them as is. Open to suggestions.

I was checking some other software like Natron. Seems they do consider lens distortion and estimation a Transform node.
So while I am not entirely happy, but can't think of a better alternative. So unless Sebastian has some great idea think we should just stick to those nodes be in the Transform menu.

Utilities comes from the organization of Geometry Nodes. Scalar Arithmetic is not the most user friendly name either.

I see.

I agree Scalar Arithmetic is not the most common term people might be using, but I disagree with the idea that using very ambiguous term helps clarity and discoverability.

The menu can also be called Math (similar to other compositing softwares), and the Switch, Switch View, and Reroute go to a, say, Flow menu.

At least that is how I would structure things.

But I am also a strong believer in as much unified menu structure as possible, so that it is easier to find node in Compositor when you know where it is in Geometry nodes, i.e. So, again, if that was up to me, I would have changed the Utilities menu in the geometry nodes. But if it is not something we can do, then I'd rather stick to a more unified and less ideal name than to invent own paradigm of node organization in different node systems.

Thanks for the updates. > `Lens Distortion` and `Movie Distortion` I'm not sure what to do so I left them as is. Open to suggestions. I was checking some other software like Natron. Seems they do consider lens distortion and estimation a `Transform` node. So while I am not entirely happy, but can't think of a better alternative. So unless Sebastian has some great idea think we should just stick to those nodes be in the Transform menu. > `Utilities` comes from the organization of Geometry Nodes. `Scalar Arithmetic` is not the most user friendly name either. I see. I agree `Scalar Arithmetic` is not the most common term people might be using, but I disagree with the idea that using very ambiguous term helps clarity and discoverability. The menu can also be called `Math` (similar to other compositing softwares), and the `Switch`, `Switch View`, and `Reroute` go to a, say, `Flow` menu. At least that is how I would structure things. But I am also a strong believer in as much unified menu structure as possible, so that it is easier to find node in Compositor when you know where it is in Geometry nodes, i.e. So, again, if that was up to me, I would have changed the `Utilities` menu in the geometry nodes. But if it is not something we can do, then I'd rather stick to a more unified and less ideal name than to invent own paradigm of node organization in different node systems.
Pablo Vazquez added 3 commits 2023-08-30 13:09:32 +02:00
8a52299cd5 Move Mix menu into Color, to match Geometry Nodes
Based on a discussion with Sergey, better to have
consistency across editors first, then tackle moving
or renaming menus in all editors at once.
eab0c77663 Move Stereo node out of single item sub-menu
Even though having a sub-menu named Stereoscopy improves
discoverability, it also ends up making layout convoluted
for a single item.

There are no plans on extending stereo nodes. Users who
want this likely already make their own node group
setups (and in the future, catalogs).

Based on a discussion with Sergey.
Author
Member

Discussed this with Sergey and we agreed that keeping consistency with other editors:

  • It's better for new users to find similar nodes in different editors.
  • Advanced users often use search anyway.

That being said, search should be improved to add the ability to search within modes nodes such as Math or Mix.

Utilities is not ideal as a name, but it is consistent. We agreed on keeping it this way for now, continue with updating the Add menu in Shading Nodes, and then discuss changing Utilities to a more clear naming but do it in all editors at once.

Updated patch and screenshots.

Discussed this with Sergey and we agreed that keeping consistency with other editors: * It's better for new users to find similar nodes in different editors. * Advanced users often use search anyway. That being said, search should be improved to add the ability to search within modes nodes such as Math or Mix. `Utilities` is not ideal as a name, but it is consistent. We agreed on keeping it this way for now, continue with updating the Add menu in Shading Nodes, and then discuss changing `Utilities` to a more clear naming but do it in all editors at once. Updated patch and screenshots.
Pablo Vazquez requested review from Sergey Sharybin 2023-08-30 17:08:17 +02:00
Sergey Sharybin approved these changes 2023-08-31 16:16:52 +02:00
Sergey Sharybin left a comment
Owner

Generally looks fine. There is an inlined comment about seemingly unused i18n_contexts. If it is indeed unused please remove. But no need in extra iteration of review.

It is indeed a trade-off between most-efficient organization for the editor vs. ease of discoverability across multiple editors. I think it is reasonable to try to unify menu structure which helps discoverability for new people in all editors, and for the more power users a lot of improvements possible via better search and the link-drag-add improvements.

In any case, there are lots of good improvements here already, and we can always re-iterate in the event we'll find out something is less ideal after the change.

Generally looks fine. There is an inlined comment about seemingly unused `i18n_contexts`. If it is indeed unused please remove. But no need in extra iteration of review. It is indeed a trade-off between most-efficient organization for the editor vs. ease of discoverability across multiple editors. I think it is reasonable to try to unify menu structure which helps discoverability for new people in all editors, and for the more power users a lot of improvements possible via better search and the link-drag-add improvements. In any case, there are lots of good improvements here already, and we can always re-iterate in the event we'll find out something is less ideal after the change.
@ -8,1 +8,3 @@
from bpy.app.translations import (
pgettext_iface as iface_,
contexts as i18n_contexts,

Only import what's needed. The i18n_contexts does not seem to be used?

Only import what's needed. The `i18n_contexts` does not seem to be used?
Pablo Vazquez added 2 commits 2023-08-31 16:27:54 +02:00
Pablo Vazquez merged commit 75919610b4 into main 2023-08-31 16:32:56 +02:00
Pablo Vazquez deleted branch ui-compositor-add-menu-reorg 2023-08-31 16:32:58 +02:00
Member

I realize I'm late to the party here, sorry about that! Seems like you guys made great decisions. I had a couple thoughts and questions. I really need to be faster.

For the nodes that have the same name as their category (Filter -> Blur -> Blur, Filter -> Filter, Keying -> Keying), wouldn't it be easy enough to rename them, the same way Mix has now become Mix Color? Keying could be Keyer, but not sure what I would call Blur or FIlter. Filter is the worst, it just doesn't describe anything that it might be useful for.

I also agree that Mix and Alpha Over should be top level.

regarding where Set Alpha should go, what if there was a Channels menu option? Set Alpha, Alpha Convert, Separate, Combine, things like that could go in there.

Does it make sense to have Movie Distortion in the Tracking menu? It's only applicable once you've set up a tracking scene. Plane Track Deform is in there already, and it’s also a type of transform that relates specifically to tracking/matchmoving.

I'm not a big fan of calling a menu Flow. I prefer Layout.

I realize I'm late to the party here, sorry about that! Seems like you guys made great decisions. I had a couple thoughts and questions. I really need to be faster. For the nodes that have the same name as their category (Filter -> Blur -> Blur, Filter -> Filter, Keying -> Keying), wouldn't it be easy enough to rename them, the same way Mix has now become Mix Color? Keying could be Keyer, but not sure what I would call Blur or FIlter. Filter is the worst, it just doesn't describe anything that it might be useful for. I also agree that Mix and Alpha Over should be top level. regarding where Set Alpha should go, what if there was a Channels menu option? Set Alpha, Alpha Convert, Separate, Combine, things like that could go in there. Does it make sense to have Movie Distortion in the Tracking menu? It's only applicable once you've set up a tracking scene. Plane Track Deform is in there already, and it’s also a type of transform that relates specifically to tracking/matchmoving. I'm not a big fan of calling a menu Flow. I prefer Layout.
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Status
Needs Info from Developers
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Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
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5 Participants
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Reference: blender/blender#111481
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