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Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 12:22 pm
by Andreas_Resch
Hey.
ad 1) I'm not a fan of having "no imager". I don't see a reason why the user should be left in limbo without knowing which settings are responsible for their outcome.
ad 2) If you want to adjust the settings of the camera imager and want to see what it does, you need to check the "Use Camera (Render Mode) Settings" checkbox in the preview and adjust your settings in the camera imager panel(s).
ad 3) When the checkbox in the camera imager is checked, it will always use the camera imager settings. No matter what is set in the preview. If the checkbox is unchecked, the camera imager will use the preview settings. In my suggestion there is no way to have the preview settings override the camera settings if the checkbox is checked. But that would in fact require additional checkboxes. But then we risk the extra confusion again.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 12:45 pm
by J.C
ad 3) When the checkbox in the camera imager is checked, it will always use the camera imager settings. No matter what is set in the preview. If the checkbox is unchecked, the camera imager will use the preview settings. In my suggestion there is no way to have the preview settings override the camera settings if the checkbox is checked. But that would in fact require additional checkboxes. But then we risk the extra confusion again.
This is what I proposed. Enabling Imager on Camera object disables the Global imager in 3d viewport panel but only for this specific camera. I don't see a point of having extra scenarios you described. This one will be enough.
Also there should not be any Preview or Render mode labels but Global settings and Override:
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 12:51 pm
by Andreas_Resch
For me that would not work. I would miss the option to quickly test settings in the preview panel and I would always have to go into some "Global" menu to adjust settings that I just need in the viewport. I also don't want to have my final render settings displayed in the preview unless I intentionally say so. I'd rather stick with the current system then and use my addon override.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 3:32 pm
by J.C
I don't want the Imager to be removed from 3d viewport window. It should stay there as it is now. What I'm saying this should called "Camera Imager (Global Setting)" and be used for all cameras that has no imager enabled in Camera object properties.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 3:36 pm
by Andreas_Resch
Well. Then we are back at my suggestion which functions exactly like that. You can call it purple grasshopper - I don't care. As long as it simplifies the process.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 3:59 pm
by J.C
Not exactly like that. You have added unnecessary option to enable or disable Imager on camera object and removed the toggle to disable Imager completely.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 4:05 pm
by Andreas_Resch
I made a point for the removal of the checkbox. But if there is a case for which this box is a valuable option, why not. In my case it will always be ON. No reason for it to be OFF.
And just because the checkbox is "unnecessary" for you doesn't mean that that's the case for me (or other users). I'd like to have the option to be able to quickly preview/check my camera imager settings. On top of that, this checkbox let's you immediately see if the active camera has the camera imager turned ON or OFF. I consider this a very valuable feature.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 6:48 pm
by J.C
I'd like to have the option to be able to quickly preview/check my camera imager settings.
I use same camera imager settings when working in 3d preview window and for final render. I don't see a point to have different settings when working on a scene.
Having a camera imager switch for an active camera in 3d preview window might be confusing. This gives two ways to enable or disable imager in camera object. Let's try make the workflow simpler as you noticed earlier.
Take a look how it is done in C4D with Octane plugin or Redshift. There is a global camera imager settings for all cameras or an override in active Camera object. It can't be any simpler.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 8:10 pm
by Andreas_Resch
I've made my case and I'm not wasting any more time on this. If whatever comes makes it easier, fine. If not I'll change the code myself or write an addon.
Re: Imager/post UI/UX issues
Posted: Thu Mar 07, 2024 9:31 pm
by J.C
Yes, sure. I'm done with this too. We've so many posts about this ann now the decision is up to developers. I hope they will consider our points and improve the overall experience.