I agree this is a very good proposal, but only IF the pre-designed modes
and shaders are implemented like we didn't have these "workflow shaders" at
all. What I mean by this is that the pre designed setups (solid, textured,
weight, etc) should be there and able to do and adapt to most of the user
workflow neccesities ( powerfl x-ray, tweakable textured mode, easily
costumizable matcaps, etc), since these are used 90% of the time. This
workflow shaders should be a toggleable extension to all these, when the
basic setup doesn't meet the requirements or becomes too cumbersome for
certain workflows. In these cases, which there are many, it would be
invaluable. But straightfoward, well thought visualization setups for each
task should be available always and carefully designed.

About the name, maybe it would be more clear if it was something like a
 "Custom Viewport Shading" option.



2015-03-24 12:01 GMT-04:00 Howard Trickey <[email protected]>:

> Looks good.
> I'm not sure "Workflow shader" is the best name; I was confused about what
> this was going to be about until I read a quarter of the way down to your
> example of a weight-painting "workflow". To me, workflow has a connotation
> of data flowing from one task to another (this comes from outside the 3D
> world, and doesn't really apply here.  Maybe must "window shader" or
> something?
>
> On Tue, Mar 24, 2015 at 11:41 AM Antony Riakiotakis <[email protected]>
> wrote:
>
> > There is a work in progress proposal on the new "workflow shaders",
> > the new data-request-driven design of the new viewport here:
> >
> > http://wiki.blender.org/index.php/User:Psy-Fi/Workflow_Shaders
> >
> > I would welcome any feedback here to make it as clear as possible,
> thanks!
> >
> > We can also open a task if it would help people with feedback.
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> >
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