please give some love to the workbench engine
please add glowing brush so in texture mode you paint over a part of the mesh and it will emit light when rendered like this
so making torchs that emit light and use matcaps that will be rendered will be possible
basically true glowing in workbench engine without setting up emission in the shader editor
9 Comments
If you speak about having a glow effect, that seems a bit out of scope to me? Why not use Eevee then?
Workbench was supposed to be a replicate of what you have in Solid view, which itself if a "as simple as possible" representation of your scene without anything that impacts performance too much. And also supposed to be a replacement for the
Viewport Rendertools in the viewport'sViewmenu. (It kind of went halfway there, partially because Workbench doesn't make it possible to render overlays unlike the viewport render, which is sometimes a requirement for making tech playblasts or wireframe highlights. But I digress.)That's why right now, solid view doesn't even display the materials you have, per se, but barely a representation of it (when you set it to Material or Texture color modes), but they remain shaded with a simple lambert-like GLSL thing that's ridiculously lightweight to render. If you want materials, you have the material view. And if you want more effects like lighting, shadows, AO, glow, volumes, you have Eevee, which are still lightweight compared to Cycles + compositing.
i know but eveee doesnt support matcaps and newbies wont understand materials so i want things to be easy and for workbench engine to have a reason to exist and for it to get some love and i know that workbench is for solid view but it should also be a rendering engine for its matcap ability to be useful or heck merge it with evee so we can use matcaps in it i know the inconvience of the idea but there should be a materials option in viewport shading near texture so we can view them
please review this blender.community/c/rightclickselect/57kK/
You can make a material that behaves like matcaps and you can easily use any image as the matcap.
We have two render engines, one for basically low-cost preview, one for final renders. Yet you want to mix their features together. But why?
And how mixing things that have very different purposes will make things easier for newbies?
I would even go as far as allowing material nodes to work in workbench, or at least a simple "base" material setup that allows for most textures that can exist like roughness, emissive and such. Would really help pimp the preview of the engine without blowing performance away
yup cant deny that just hope that the devs see this sorry for the late reply please check out my other ideas
It's already kind of there when you set it to display texture, all that's missing is a basic specular and normal that respect the material's data instead of being arbitrary.
man i wish matcaps got some attention