Improved Viewport Statistics
I propose to Improve existing Blender Viewport Statistics.
Feadback to new implementations: 26/05/2020
New changes made the location of Selected Count and Total Count items not in the order what I suggested. You need to change the position from Selected / General to General / Selected. Why? Because the Value of the Selected Count changes all the time, depending on the selected object. And all this line will change its length and shift the position of Total Count. Total Count is more stable, and does not change its size so often, and not so often shifts the adjacent column.
The Selected Count should be calculate in all modes, Object Mode and Edit Mode. This will allow you to quickly view the Counts of the selected object without going into edit mode. When you are in object mode - the selected object is counted; when in edit mode - only the selected part of the geometry is counted.
I added the Tris and UVs display to the very last in the list to highlight them that way.
UVs vertex Count important for gamedev. It would be nice to add it. The number of geometry vertices and UVs will be different.
It would also be nice to add a N-Gon Count displaying. It is a very good idea to add a number of ngons. Can be put after Polygons.
Also, but not necessarily, you can add a display of other, important, scene elements that affect performance. Like OpenVDB Volume for simulation and render, Lights important for render, and Grease Pencil for 2d animation.
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///Old Proposal///
Yes, this is a slight improvement, but it is very useful for control the density of the whole scene and individual objects.
I created some concept of how it might look. And it can be improved.
Afps - animation Frame Rate.
FPS - viewport fps. You can find out the performance margin of this computer.
Objects (total) - all objects in the visible collections, or the whole scene.
Objects (selected) - the amount of objects that were selected
Vertices, edges, triangles, polygons, UVs (total) - the total amount in the visible collections, or the whole scene.
Vertices, edges, triangles, polygons, UVs (selected) - the amount that were selected
29 Comments
So. I look at mokaps - looks good, looks nice. My thumbs up !!! :) Thank you for raise this theme up.
As far as someone raise up theme which I hold long time inside my head but always have not enough time to write some good described post about it - here is my thoughts about this after years of working on 3Ds Max and at this time half of year 99% switching to Blender at my work.
* @IIIFGIII * There are 3dsmax problems: Problem 1 Far from view - This is made to make text readable no matter how strongly the model obstructs the viewport. For sure, it is not about cubes example. Unsetupable - Such options was proposed.
Problem 2 Option for selected objects stats was proposed.
Problem 3 Faces are not abstract. For example, if you select all ngons, you can find out how many are ngons in the model. Tris in ngons are not selectable.
Problem 4 Pretty much same as Problem 2. Also, for example, we solved it with custom scene analyser, that finds heaviest objects according to several algorithms (local weight, instances weight, vertex density, edges density and so on) which is much flexible and usable than any kind of stats. An example - Obj verts report tool form 1D_Scripts blenderartists.org/t/1d-scripts-bargool-1d-tools-main-thread/668937/64
* @Paul Kotelevets * I'm not some fan of 3D max - today it just piece of lagy/outdated/disgusting (for me) to do anything in it software. Btw. it still do some things good, so I just compare both.
Tris is not selectable in N-gon exactly because N-gon is abstract. You select 1 vertex between 2 faces as some abstract UI thing, technically it always 2 vertices under the hood, each with own vertex data... Then I work with game engine - I don't care of this N-gon things at all, give me triangles.
* @IIIFGIII * I think workflow dependency is important to mention, mostly because developers do not categorize them. As a result they are putting a lot of efforts to force limited workflows range, like "asset/character modeling", corrupting other workflows presented in Blender.
Emmm .... UPD. Now all right ;)
@forestgumpovu4: Thank you. I will try to upload pictures to another site.
@Axel Mening:
I use Imgur for long time... always work well - any JPG, PNG, GIFs.
I read text but want to see your mokaps to. You write about " total & selected " but I don't exactly understand why you talk about " total in visible collection " so what if I don't pack objects in to any collections?... I realy miss good 3D Max Total / Selected system with ability to setup what exactly I want to see in statistic and shown as text overlay in 3D viewport corner but not somewhere else.
@Axel Mening: imgur works nicely.
@forestgumpovu4: In 3ds max all objects must be located at least in one of the layers. An object cannot exist outside the layers, as I recall. In Blender, an object can exist outside of collections. The concept can be changed to: Total column - this is all visible objects. Selected column - selected objects from all visible.
@Axel Mening: The idea of why a program should count only visible objects, but not all objects in a scene. Suppose I create a scene, and there is a temporary geometry in it, or an auxiliary geometry that I will delete soon. I can put the temporary geometry in a separate collection, and hide them from counting. But if it is too difficult to implement, or inconvenient for work, let the program count all the geomery in the scene, and not just visible.
Edit: Marking this as "In Development" , but should be something more like "Partially Implemented" .
More info can be added and tweaked, but the first step is there. I suggest making new proposals for those new features based on the current implementation.
* @Pablo Vazquez * Done? This statistic still same useless as before but now in viewport... Still no stats for total selected on object level, no totatal selected for triangles, no settings at all ... Where it is " done "? This " done " is like 5% of this suggestion.
In development - yes. Done - not even close. This suggestion is self-sufficient, no need to write some "additional" suggestions, it need just do what suggeted here not for 5% but 100%.
The main step is done, which is moving the decades old code into the viewport.
When proposals are so wide it's hard to get people's opinion on what they actually upvote (is it the moving into the viewport? Or is it the preferences? Or the active/selected, etc).
Marking it as "in development" is also misleading, should be something else like "Partially implemented".
* @Pablo Vazquez * ...should be something else like "Partially implemented". 👍
* @Pablo Vazquez * I added some changes to my previous Proposal here. And made a small feedback to the new implementations.
* @Axel Mening * Good one! I would rename the thread to "Improved Viewport Statistics" (because already have Viewport Statistics and to highlight what it is it about now). And move the update text to the top of the post (also remove "Sorry for my english" since your english is great! :D )
* @Pablo Vazquez * . Done.
Google translator says thank you for evaluating his skill in English. :)
* @Axel Mening * wow, new Proposal is so great! I would like it to be fully implemented.
* @Pablo Vazquez * so, according to users feedback, you brought the decades of well known 3dsmax and Maya viewport stats display problems to Blender.
* @Paul Kotelevets * Speak for yourself. Max/Maya-like viewport stats are sorely wanted by many. This is the first step toward addressing an irritating Blender deficiency.
* @Chris Kohl * This is not my opinion. That's based on community feedback, sorry.
Well, for sure, all those issues from Max/Maya viewport stats placement are well known for a long time, and suitable for limited workflows range, like gamedev modeling. That's weird that devs don't took into account such a things.
Proper design should provide this as an option to suit a wide range of work processes.
i think you guys should search before making new posts..this one has been posted multiple time under different names it's best to have one post with many upvotes than divided on several ones...here is one where i made a comment with similar mock-up to another post. blender.community/c/rightclickselect/Xhcbbc/
where did you get the old settings interface ?!
Should show vertice count from selected object. Wrote an addon for this but dont know how to put the info in the statistics. :(
blender.community/c/rightclickselect/x0hbbc/ Outliner - more precision for statistic information
I suggest to add one more statistic for N-gons count.
Yes please. The current set of limited statistics is hiding in the worst possible location (bottom right corner, very faint text) that is not convenient to look at and doesn't provide full useful information while modeling.
Great idea!
@piotr.jedzinski: Thank you, I was inspired by other programs :)