//This design task is related to {D5292}//
Blender 2.8 includes LookDev shading mode.
However, we have some issues with it:
- The confusing thing with LookDev is the fact that we are using it for two very different things: 1, as a LookDev material preview mode, and 2, as a way to approximate Cycles scenes with Eevee
- Cycles and Eevee are different enough that using Eevee LookDev for Cycles material look development is not really useful when you use Cycles as your renderer
- It's not possible to tweak Eevee viewport render settings while using Cycles.
Here's how we think we will solve this:
- The Shading popover for rendered view is empty currently
- For this reason, and because we want LookDev to respect the renderer anyway, it actually makes sense for us to move all LookDev settings into Rendered view as options inside the Shading popover. LookDev viewport shading mode is then not needed anymore
- This will then always respect the current renderer
- For Cycles, it's still useful to use Eevee as a way to preview lighting and such, but this is not really LookDev-related. For this reason, we keep a separate special shading mode called Eevee Preview, specifically for using Eevee to preview Cycles scenes. This is not needed for Eevee.
{F7651560}
Here you can see the toggles are inverted, because by default of course you see the actual rendered result. Changing the world or disabling the scene lights are explicit overrides.
When using Eevee:
- There will be no separate LookDev shading mode, but you can enable all the same view options in the Rendered shading popover
When using Cycles
- Just like with Eevee, there will be no separate LookDev mode, and the options inside the Rendered shading popover will all use Cycles
- There will be a separate shading mode called Eevee Preview, which uses Eevee for previewing Cycles scenes.
{F7652666}We will change the shading mode design to clarify the purpose and make look dev features available to Cycles and external renderers. This means the following.
Eevee Preview, which uses Eevee to preview Cycles scenes, will then now have space to adjust many Eevee settings to adjust the accuracy and quality.==== Material Preview ====
It's always possible to tweak which Eevee options we should present hereLookDev shading mode is renamed to Material Preview. It always uses Eevee as the renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
The "Use Scene Lights" and "Use Scene World" options will be removed, and it will always use HDRIs for lighting.
Further, there will additional options to disable some effects that are slow or get in the way of setting up materials. These would be things like depth of field, motion blur, indirect light or bloom, and be disabled by default. The purpose here is not to provide all Eevee renderer controls, just a commonly useful subset. This is not a requirement to be added immediately, and can be done later.
==== Rendered ====
Rendered shading gains "Use Scene Lights" and "Use Scene World" options previously in LookDev. These will be enabled by default. When off, HDRIs will be used for lighting instead.
Renderers will be able to customize the shading settings panel and add additional settings. It's nice to be able to tweak the speed by turning off features and lowering resolutions of things,For example choice of render passes to use instead of combined or render quality controls. although it seems overkill to expose *every* Eevee render optionThis is up to each renderer and is not a requirement to be added immediately.