Reference/Release Notes/2.80/Viewport

Blender 2.80: Viewport

The 3D viewport was completely rewritten, to optimize it for modern graphics cards and add powerful new features.


  • Flat : This is simplest lighting mode. Just flat colors to work on textures or on objects silhouettes.
  • Studio Light : The scene is diffusely lit by one of the installed HDRIs. The lighting can either follow the view if the HDRI has been imported as a Camera HDRI, or not if imported as World HDRI.
  • Matcap : There is a new collection of default matcaps with the possibility to add custom matcaps. An option was added to quickly flip the current matcap horizontally.

Color Mode

The color to apply on top of the shading.

  • Single : Use the same color for all objects in the scene.
  • Material : Use the material color defined in the material properties under Viewport Display.
  • Random : Each objects get a random tint to quickly identify individual objects.
  • Texture : Use the active texture of the material as color.
Matcaps & Cavity
Random Colors

Extra options

  • X-Ray : This will make all the object partially transparent, keeping the same shading.
  • Shadow : A shadow will be projected along the light direction and applied on top of the shading. The direction can be changed by clicking the gear icon. Not compatible with Xray mode.
  • Cavity : A new ambient occlusion effect that can emphasize the valley and ridges of the scene geometry.
  • Outline : A colored outline that emphasizes objects contours.
  • Specular Highlights : Add specular lighting on top of diffuse or flat shading.

Volume Preview

Smoke and fire simulation preview has be overhauled to be closer to what would be rendered by a physically based renderer. It is also more optimized for newer hardware.


This is a new shading mode powered by Eevee render engine. In this mode, multiple lighting conditions (HDRIs) can be tested without affecting the scene settings. This mode is also meant to be a render preview for cycles. HDRI rotation can be adjusted on the fly and diffuse background can be displayed to give more context to the scene lighting.

Two spheres can be displayed and used as material reference. One is 100% reflective and the other a rough dielectric ball with 0.8 albedo.


Overlays are all additional, non-rendered informations that are blended on top of the rendered view. This layered approach gives us the ability to have all these informations on top of any render type (eevee / cycles / solid drawing). Most of the overlays properties are now per viewport instead of stored per objects.

  • Infinite Grid : The grid is no longer limited to the scene origin and have dynamic subdivision depending on the viewing distance.
  • Facing overlay : This overlay shows back facing faces as red and the front facing one as blue.
  • Wireframe : They are now antialiased, don't produce artifacts and have a new dynamic threshold to mask edges with low curvature.


  • Objects can now be hidden and made non-selectable per type. This settings are stored per viewport.
  • The old "limit selection to visible" option is now merged with the new xray display mode for easier workflow in poly heavy scenes.