Easy 4 up/quad view
Cinema 4d and Unreal Engine both have a similarly easy way to go in and out of the quad/4up view which makes them extremely powerful to use.
Each viewport needs the ability to change/maintain the shader view choise individually. An example would be that perspective might be IPR/cycles, top/left/front might be wireframe (see attached video)
Not having a simple method to toggle between 4up/quad view vs perspective/camera makes Blender feel suffocating for new users.
Watch this video to see how easy it is to toggle between perspective/camera view to 4up, go to a different view, back to 4up, and then back to perspective/camera.
Here's a youtube video to see an example of how the interface could work. youtu.be/3i9WIA1obDU
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quad view with separate rendering settings would be nice.
What about quad view (Ctrl Alt Q)? imgur.com/cU51Xtk
The biggest issue is when cycles is on it renders all the quad viewports with the same shader. When I want to switch to 4up/quad view I want the other views to be in mesh, this is how it works in the other programs. The quad views can have the shader mode independently set, and by default they are wireframe. Also when "industry standard" settings the alt-ctrl-q key doesn't work. I looked for the key binding but I couldn't find it. The video says it's stil processing, but here's the link to the video youtu.be/3i9WIA1obDU
Hmm, if you want independent shading settings in views, you can manually split viewport into 4 views, configure them, hide or flip headers to bottom and save startup file with your own workspace tab.
"manually" never bodes well. usually it is very natural and effecient to have quad view. One view being main with all the bells and whistles, and the other three be ortho (or what ever you set them to)[as long as it remembers from session to session]
Then maybe the proposal should be about to change the current quad view to allow more customization.
In the meantime, you can find the quad view operator here:
You can right click it and assign your own shortcut.
You can also exploit the workspace system to manually create your quad views as you please on a clean new scene, then do File → Default → Save startup file so that you have all your workspaces with your custom quad views ready each time you open a new Blender. And if you want to get them in a project you already are working on, just uncheck the
Load UIin the options when browsing for your blend file, so that it uses your startup file's UI instead.If theres exceptional need for this I could def consider making this a feature of my addon. Let me know if you have any other requirements beyond being able to set the view mode on a per window/view basis.
Í think that's the better idea, yes. Blender has a quad-view for everything else there is custom viewport splitting and workspaces. If the Quadview is able to display different display modes then that's probably the way to go. Anything beyond that really feels unnecessary. Blender has a much better viewport than most other software I know of, already.
Yes, I have done that and it's still quite annoying going back and fourth. Cinema 4d and Unreal engine have implimented this same approach. A simple button in the corner of the view to switch. Watch the youtube video I posted, the video upload here didn't work.
youtu.be/3i9WIA1obDU
Understood, but switching back to a single viewport is a pain. A single viewport is fantastic for a lot of things, but quad view is really great at quickly moving objects, and then go back to single viewport to dial it in more from the camera's perspective. Here's a youtube video showing how easily it's done in unreal engine, and works the same in Cinema 4d. youtu.be/3i9WIA1obDU
you do it manually once and save it in your startup file and then never have to do it again.
Personally I've never needed exactly 4 viewports. I either needed 2 or 3 or a hell of a lot more than 4. I suggest spending some time using the flexibility that Blender gives you and then re-evaluate how much you really care about quad view.
As for your video. Some Maya users would say that way sucks because they prefer to look through the light and navigate the viewport to put it into place. Long time Blender users would say it's just as easy to position the light with G, Z, and G, shift+Z.
I used to be a long time Maya user and a very consistent way to make maya Crash was to switch to quad view so I never developed a relationship with it.
I agree that having exactly 4 viewports all the time isn't best. That's why it should be easy to switch back and fourth to whichever view you want to use, like in the video, being able to set which shader to use on each view. A lot of people like the 4up, why not offer this as an easy option? The easiest solution would be to change the 4up view in blender to be actually 4 separate viewports so each viewport could be able to choose which shading mode to pick, but also have a button to fullsize that particular window and have the others go away (like in the video), and then have another button to bring them back, without having to do some multi-finger hotkey (ctrl+alt+Q).
I think that's what the workspaces you can create for yourself are meant for. i.imgur.com/YoKrr25.png
I really don't want to be that guy who tells others how their workflow should look but I am really not sure an additional quad view is really needed in Blender in the proposed way.
Even if you are a die hard Quad view user, which I rarely see among my colleagues these days - where would the real difference between the existing Quadview and your propoed one be aside from assigning individual render options for each view?
Quad/triple/double view with different rendering and non-duplicated menus (which you get with the current manual (non)solution) is kinda basic and would be really helpfull.
I don´t really get this "I personally don´t use it so why bother" mentality.
I am currently in the place where I kind of understand how this proposal could be made better the Blender way, I think.
The problem is that when you split viewports you sometimes...
The latter is the problem with the current viewport system. You can't just expand a viewport in the 3D view only since every split is regarded as a separate window entirely without grouping. It would be useful to have a 3D viewport grouping in a way that maximizing could be done either inside the viewport group only or for the entire viewport group alltogether.
Currently you have to fully merge viewports, expand on the whole screen (thus hiding the outliner and settingspanels etc.) or switch Workspace to an entire different setting.
for the record: I still don't think the quadview as such is a big deal for people from other software. But it would be cool to have a viewport group/maximize option.
Funny, in my experience, new users are more suffocated by a quad view because it's overwhelming and unusual.
Personally, I've always seen quad view as quite a legacy thing. Inherited from a time when if was partially due to limitations where softwares and computers couldn't do better than having orthographic wireframe representation of 3D space ; and people asking for these softwares were designers and architects, who at that time were working from paper sheets and hence were more comfortable to work with 2D projections in the first place.
And still today I rarely see people using that, aside from people who've started doing 3D 40 years ago or who are from industries requiring precision modeling like architecture or CAD - which very understandably has different needs.
Right, but look how effortless it can be to have both. youtu.be/3i9WIA1obDU
Well, out of all the examples that I could think of to show where a quad view can be better, you show one that I think illustrate exactly the inverse:
All I see in your example is that you spend more time moving your mouse across the screen on tiny windows to do simple operations you could do way faster with the same perspective rendered view and a gizmo.
Just to be clear, I'm not arguing against quad view, I was just pointing out that my experience with new users is the opposite of yours.
If you notice the light I'm moving doesn't have the anchors to move the object even visable in the perspective view except right at the beginning, but the light is being moved out of view of the perspective view. There would be no way to move the light while also looking at the perspective view without having another viewport that I am moving around in. or changing my perspective view. But if I'm lighting for a particular perspective, it would be incredibly beneficial to have the quad/4up view so I can keep my perspective view while moving things around using the front, top and left/right perspectives.
G, Z
G, Y
G, Shift + Z
With all viewport overlays and gizmos turned off and only looking at perspective view in render mode I can make exactly the same light movements shown in the Unreal video.
With only a 2 up view you can easily switch one of them to the desired orthographic view with the xyz gizmo or the number pad keys or the mouse gesture.
Also with a 2 up view where one is in solid mode and the other is in render mode - you can activate quad view in the solid mode viewport while keeping the other perspective viewport in render mode.
If you don't like ctrl+alt+q it is effortless to change it to something else and you can also add it to the quick favorites menu. That's where I have it so to use it I just press Q then T.
But yet again you're missing that with the way blender works today, switching to the "quad view" the same shader will be applied, so there is no "quickly" doing the same thing. You have to split the screen, change the shader mode, then merge the split screen back to get it to go away. This is a horrible solution. At a MINIMUM quad view should allow me to set different shader modes to each viewport, and let me select which viewport I want to make full size, and when swtiching back to quad view it should remember what shader I had each viewport set on, and then I can pick a different viewport to make the full view. As it works today, if I go to quad view, change shader to wireframe then I can't see the perspective any more rendering cyclesx which defeats the purpose. The only way to do this is to split, and merge, suppper super lame. Sorry. But it just is.