Hi @andy , @jeff, All
My reply from earlier today did not come through ( It was probably the short outage of discourse or a mistake on my part)
so I try to repeat my little rant yet now without (some of ) the sarcasm.
There needs to be a special locked Rendered Display mode that is truly linked to the Render settings. This will leave the user freedom to manage the GP in other Display modes and keeps an intuitive UI.
First to make sure I did not mistake the new behaviour:
The setting for groundplane (GP) on/off is set through the toggle in the panel for GP and Render Backdrop settings in Document Properties, these 2 are linked and both will always have the same on/off state. Furthermore the visibility of the GP is only for views in rendered displaymode (or derivatives?).
To summarize: The user control and availability of the GP display is crippled in favor of a fidelity between rendered display mode and the render results.
I personally use the GP a lot for evaluation purposes in both Rendered and Shaded modes, and find it disappointing that the versatility and potential of the GP is lost by this change. And consider that the GP is an addition on the render mesh level. So any Shaded type mode should have access to the visibility of that Groundplane. Suppose I’m working on a boat design; I like the water (GP) to be visible when Rendering but it’s annoying when evaluating the design and material in Renderd Display mode.
Can I ask what the confusion would be if a groundplane visibility toggle would be set per display mode?
Step 1: set the GP on/off in the panel for GP
Step 2: have a display mode that either shows or does not show the GP
I could have a shaded mode with GP on and one with it GP off, or better I could easily toggle it in the panel of the Display mode.
The argument of this being confusing is not valid when that same list contains toggles for shadows, Backface handling and BBox Display (whatever that may be)
Suppose all is well:
We have an overall switch to enable the GP in the document and can toggle it’s visibility in the Display Modes.
Correct me if I’m wrong but from where I am standing there is an underlying issue visible resulting in problems like the one we are discussing:
There is a longstanding desire to have high fidelity between the Rendered Display Mode and the render settings. In other words there is a dogma that the Rendered Display Mode should reflect -as much as possible- what a Rendering will look like.
If so it is all wrongly setup; We can edit the Rendered Display Mode with all possible settings that will not show in a final rendering: We can turn mesh wires, curves and annotations on , cull or color backfaces, tweak render materials etc…
So the idea that the current rendered mode needs to be linked to render settings IMO is pointless with a display mode that can be customized this much. And I do not understand why all of a sudden it’s a concern with the GP and the needs to get it hardwired.
So what happened as far as I can see, is that for the sake of a dogma that is not enforced otherwise, the functionality of the GP has been crippled.
Now how about this:
We introduce a new Display mode, we call it ‘Rendered’ (like the old one).
This mode only has the options to be set that are hard wired to the Render settings.
So backface culling is no option as it is not possible when rendering, nor is BBox Display or Options to set custom lighting or material.
It will be a true high fidelity Display Mode for previewing the outcome of a Rendering.
And when it is there in place we can give access to settings like there are in Post Effects of renderings (Rhino Render) that currently are so well hidden
It would be good for 3rd party renderers to also create such hardwired Display modes to preview their results.
To round up:
Please consider doing a more robust overhaul of the Display Modes functionality and create a sound solution for the desired fidelity to Render Settings instead of working around symptoms by hard-coding and crippling things like GroundPlane functionality.
In addition: Technical pipeline modes should have the GP on as well. Yet not for the ‘2D style variant’ but for the Artistic/Shaded ones it should…so there you have the first issue to solve.
Thanks for reading
For anyone who came this far