Seperate visibility icon in the outliner and particle systems for interactive rendering.
I have a massive problem at the moment. I need to position my camera around scattered objects, so ideally I need to be doing this in the interactive renderer. The problem is I have to have all particles visible in the viewport at 100% display to get them to show up in the interactive renderer....but my viewport can't handle that many particles.
What I really need is a third visiblity option for the interactive renderer, this will allow me to have all particles in the interactive renderer without having to have them in the 3d view.
At the moment I'm having to move the camera, hit f12, wait a minute for the data to be put onto the gpu (gpu rendering), see if the camera is in the right place, stop the render, move the camera, and then repeat....it's killing me!
So to clarify, my proposal is a 3rd visibilty icon which control what is shown in the interactive renderer. If the interactive renderer could also have it's own set of layer in the 'render layers' panel, then that would also be beneficial.
3 Comments
I don't actually think it's necessary to describe your problem to make this suggestion, since controlling viewport render is a good idea on its own. I like the idea of having the ability to set Render Layers for any rendering scenario. I could perhaps set the viewport render to use the same modifier settings as the final render. Anyways, when Eevee has better particle support, however, your issue will be probably be solved, since it won't take so long to see the result.
@Josephbburg:
I like your thinking, and yes, setting the viewport render to match final render would indeed be a short term and very welcome alternative. Perhaps add a dropdown to the render layer section where you can save active layer sets for quickly flicking between various combinations of active layers?
@Josephbburg:
Actually scrap this idea, no need. I've found if I set the mesh that's being scattered to bounding box display mode as the maximum draw type, then the viewport can handle it, and the interactive renderer still renders it.