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Re: Imager/post UI/UX issues

Posted: Mon May 20, 2024 7:02 am
by DrawFun
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.
We've added an option in the preferences for you to change the style of imager/postprocess panels(need to reboot blender to take effect). The "Global" style is like what you describe above.
For the multiple imagers/postprocesses, they are still supported for backward compatibility.

Cheers,
DrawFun

Re: Imager/post UI/UX issues

Posted: Mon May 20, 2024 8:24 am
by Andreas_Resch
Which version? And what does the non-Global version do now? The "Global" version isn't very desirable and only of value for very basic workflows. For people working with production OCIO configs, this isn't an option. Nobody wants to work in a log color space while editing scenes.

Re: Imager/post UI/UX issues

Posted: Tue May 21, 2024 7:47 am
by DrawFun
You can find it in the latest 28.x and 29.x versions.
The Global version is designed for users who want to use a single imager/post-process for all cases(like C4D). But it's not enabled by default for backward compatibility.
The default style is "Multiple" imagers/postprocesses - providing exactly the same workflow OctaneBlender has for years. So if you want to have different color space or denoiser configurations for preview and final render. You don't have to do anything.

Cheers,
DrawFun

Re: Imager/post UI/UX issues

Posted: Tue May 21, 2024 8:35 am
by J.C
DrawFun wrote:
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.
We've added an option in the preferences for you to change the style of imager/postprocess panels(need to reboot blender to take effect). The "Global" style is like what you describe above.
For the multiple imagers/postprocesses, they are still supported for backward compatibility.

Cheers,
DrawFun
Hi DrawFun, I know this option, but it is not how it should work. Multiplication of options makes users confused. Please simplify this. You should not restart Blender to switch to global. Please open Cinema 4d and see how it works there.

There should be a global camera imager settings for all cameras and an override in active Camera object. Please don't over complicate this.

Re: Imager/post UI/UX issues

Posted: Tue May 21, 2024 9:01 am
by Andreas_Resch
The fact there there are so many iterations of possiblities shows, that this system is too convoluted and needs proper untangling. Usually this is done via a proper flow chart. As it's now, is not very streamlined and understandable.

I also am skeptic about the fact there's an "no imager" option. Maybe you can explain what "no imager" entails. Something has to be set by default, even in a "no imager" scenario.

Going forward, it would make sense to create that flow chart and furthermore put the results into UI options. The solution is up there in the previous posts. Maybe not completely untangled yet, but it's scattered there.