Note: This is an archived version of the Blender Developer Wiki (archived 2024). The current developer documentation is available on developer.blender.org/docs.

User:Yiming/GSoC2019/UiThoughts

LANPR User Interface Thoughts

Current State

In UI aspect, currently LANPR has some major draw backs:


drawbacks

  • Render is too complicated to set up, even for a very simple scene.
  • Lack of proper arrangement for so many options.
  • No presents.
  • Poorly integrated with Blender's internal UI structure. Need to switch back and forth to get parameters right.
  • Only have a very primitive composition support.
  • ...

Detailed Discussion

Composition

composition

LANPR should come with composition by default. Here propose a viable way: When user enables LANPR line render in a EEVEE or Cycles scene, the scene is automatically link-duplicated into another scene in the background. User don't adjust the values in this scene directly, this linked scene is only for line rendering and composition. to the user, this process should be hidden or not of much interest, and they don't have to switch between engines to adjust values.

Line Set/Selection logic

The line style configuration has been confusing since Freestyle's time. LANPR uses similar principle for the same task, so the same problems inherited, such as QI range, inclusive/exclusive logic, select within collection... We do need these functions to achieve many desired effects, so we won't be removing them. However, to make stuff easier to use, understand and customize, the UI needs to be revisited in a different way.

line logic

Now the proposal:

For simple and straight forward situations, provide a default present. UI should include very few most frequently used properties, and hide everything else. For example, only color and line thickness is shown. Just like the Freestyle checkbox under render tab. (Consider re-use this)

When things get a little advanced, e.g. the user wants to adjust individual styles for different line types, then the interface should only show the entries which are being adjusted, untouched entries should be in sync with the master style. Current design is too stupid that sometimes you even need to set the color five times to get a consistent look.

As for object/material/collection based line selection, Here propose a way to simplify this process.

In Freestyle, Line selection is achieved under "Line Sets" panel, and there's a lot of things going on there. The interface is distracting and hard to understand (This is partly because Blender 2.7x has a layer/group system, in 2.8x it is replaced with unified collection). LANPR will remove this line selector section, instead it will be put under object/material/collection panels. Users will be able to adjust specific line set just like they are dealing with materials of an object, and the "inclusive/exclusive" selection logic will also become easier to understand within such context.

Feature Line Specific Properties

Crease angle, camera clipping, distance influence, fake lighting direction and many other stuff like these can be treated as global properties within LANPR's feature line extraction algorithm. However, taking one step further would be awesome.

distributed

material controlled

For example, instead being set for every scene, crease angle can be treated as an material-specific value. Artists can specify different crease angle to different parts of an object to further convey smooth or complex rigid surfaces without making multiple line sets. Enabling different distance influence to selected objects in a scene can make them pop or fade out too.

The fake lighting thing can also be integrated with lamp materials, but this needs some more considerations.

GPencil

Proposed design already separated the major parts of LANPR into other parts of the interface which makes the configuration more logically relatable, which is good. We still have some things that may be included in LANPR's own panel that has not been added yet. One of the most important part is the bridge to GPencil.

A great news recently is the support of GPencil Texture, which when combined with LANPR stroke output, and the smooth contour modifier by DarkDefender has the potential of replacing Freestyle's stroke style system. GPencil already got its effect system and a bunch of modifiers. So this can be considered of greater potential than Freestyle's own stuff.

How LANPR handles GPencil conversion is not clear yet. But the principle would be to use some sort of rule to tell LANPR when and how to convert the strokes into GPencil object for next step rendering, because we need to make use of GPencil's modifier, effects and texture (almost everything in it), so there has to be some sort of a pre-defined automation going on which handles GPencil conversion and rendering, especially with animation usages. This need some more research.