The viewport in Blender will work as follows.
We split options into two categories, Shading and Overlays. Shading is all the stuff that relates to the shading itself, such as colours, lighting, surfaces and shadows. Overlays are the things we display on top, such as wireframes, relationship lines, normals etc.
Here's how we will lay it all out:
= Shading
Here we have
== Single Color
This option displays objects in the viewport as single color objects. We have three ways of picking the color:
- Single Color
- This sets the same color for the whole scene
- Object Color
- This option uses the Object's Color option
- Material Color
- This option uses the Material's Color option
- Random Color
- This option uses a random color algorithm
We also have several ways to control the lighting:
- Flat Lighting
- No lighting. Everything is completely flat
- Studio Lighting
- This option ignores all the lights in the scene, and allows users to set an HDRI-ball as their lighting input. A shadow direction is calculated from the HDRI.
- Scene Lighting
- This uses the lights in the scene to light the objects and cast shadows
=====Additional Options:
Lastly, there will be an option to turn Cast Shadows on/off and Contact Shadows on/off.
== Textured
In Textured Mode, you see the active Texture for each Material for each Object.
The active material is set in the nodes view. If a material has no active texture, or no textures at all, we just display a neutral color.
We also have several ways to control the lighting:
- Flat Lighting
- No lighting. Everything is completely flat
- Studio Lighting
- This option ignores all the lights in the scene, and allows users to set an HDRI-ball as their lighting input. A shadow direction is calculated from the HDRI.
- Scene Lighting
- This uses the lights in the scene to light the objects and cast shadows
Lastly, there will be an option to turn Cast Shadows on/off and Contact Shadows on/off.
== Material
The Material Shading view is used when Cycles is set as the Renderer. This option uses Eevee to preview the lighting and shading of your Cycles materials.
In the Material View, we support the same lighting modes as above:
- Flat Lighting
- No lighting. Everything is completely flat
- Studio Lighting
- This option ignores all the lights in the scene, and allows users to set an HDRI-ball as their lighting input. A shadow direction is calculated from the HDRI.
- Scene Lighting
- This uses the lights in the scene to light the objects and cast shadows
Lastly, there will be an option to turn Cast Shadows on/off and Contact Shadows on/off.
== Matcap
Matcap is a combination of both a material and lighting. Users simply pick a Matcap from the list.
We also allow Cavity to be enabled.
There will be an option to turn Cast Shadows on/off and Contact Shadows on/off.
== Rendered
This simply represents the final output of the Renderer.
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= Overlays