I'm pretty sure this is one of those bugs that everyone knows about but ignores, so I thought I'd finally get around to submitting it :P
The shortcuts for adding a subsurf modifier (Ctrl+1,2,3,4 or 5), all behave correctly except for Ctrl+1.
This applies a Level 1 subsurf for View, but a Level 2 for Render, which is incorrect. It should apply a subsurf Level 1 for both View and Render (as the other shortcuts do).
To test it:
1. Open the default scene in Blender
2. With the default cube (or any model) selected, press Ctrl+1.
3. Go to the modifier stacker and see that it adds a Subsurf with View: 1 and Render: 2.
It's not a biggie, but it's kinda annoying to have to change it every time :P
Thanks devs!
Description
Event Timeline
The code for this operator was last worked on in 2009, so no recent changes made it this way.
Actually, all the Ctrl + 0 through 5 keybinds only set the view level and leave the render level at 2 as far as I can tell. Fixing this so that render level is set also is a 30 second patch in object.py. I wrote a patch but it's just three lines anyone with commit access can make the same changes really simply.
Also I notice there is code for multiresolution also to change the preview resolution, but it won't increase the multires levels automatically. You have to click the subdivide button to increase the levels before the ctrl 0-5 keys work to switch the levels.
Oh wow I never realized that. Yeah those shortcuts would make a lot more sense to apply it to the Render amount as well as view. Looking forward to the patch.
Thanks!
The shortcut was meant to work on view setting only, its for quickly (re-)setting the view to inspect things.
I don't think this default should be changed - it will make a lot of people unhappy who carefully set render resolutionsa already and suddenly see their work lost.
Oh okay. I wasn't aware that was the purpose.
It seems a little strange to me, but if that's the way it's used, then I guess it should stay.
Feel free to close this bug. Thanks
Back then is for animators especially, to make characters draw fast on posing, and nice on opengl preview renders :)
I think it would maybe make sense to set the render level if you are adding the subserf through the use of the keybinds, but not when adjusting the subserf level of an already added subserf modifier. The two things are seperated in the code already. Right now if you use the keybinds to quickly add the modifier and you use ctrl + 5 you get in the viewport a subserf view level of 5, but a render level of only 2, which can be confusing if you don't check the render level every time you add a subserf.
Just a thought.
^Yeah I personally think the same as Anthony. I really think that the shortcut would make more sense to apply to both render and preview. It's annoying to have to change the Render amount every time you use it.
Anyone else want to chime in with their opinion?
Andrew
Hi, guys!
I'm sure it's not a big problem for newbies (when I was a newbie I even haven't a question "why?", this behavior was fine to me) to get how this thing work. Also such things cause to born curiosities in artist's minds and this probably leads to digging into Blender's "anathomy". So... IMO it's fine how it is now.
At least Blender has some much sensible issues than this.
I see your point, but we don't vote here for features Andrew :) It has a good value to not change the behaviour of useful tools suddenly.
If something like this would be added, it's nicer to think of something new - like giving the tool a property for it, which you can enable in keymaps yourself.
Well I attached the patch then here for anyone that wants to change it. The patch only sets the render level when the shortcut is used to CREATE the subsurf, and it does NOT set the render level when there is already a modifier on the object.