Blender user interface design

I’d like to thank @pablovazquez and @brecht for addressing some of my concerns… I understood the clear reference of them on the last video, for example the concise window mode for the second monitor.
Even if there are things that me, or others, still don’t think were for the best, I guess time and general use will indicate clearly what needs to still be improved. Everyone sees the world from their own perspective so there’s a tough choice on what would be the best for the majority.
I know this is just the “first” step on a lot of changes going forward, everything can change if not until release, on further versions. Keep doing the good work @devs.

current cursor is blocking number:

i think change to standard cursor is good for visibility :


I just started 2.8 alpha, it looks good. but i have 2 ux issues that i think are making things more complicated

  • tool shelf changes (T) - the useless stuff you have hotkeys for (move. scale…) is in the toolshelf, and the useful stuff is hidden in the dropdown menu. IE. I never scaled anything by clicking Scale in the toolshelf, but many times i change shading flat to smooth there.

  • The first three tabs in the properties panel are extra, they feel like they are ought to be somewhere else in the UX

Thanks and regards, please upvote if you agree.


“These two make no sense here”

Please think carefully… Those tabs will contain properties and settings of things, obviously they need to be in the properties editor… But you want them in the outliner, seriously?


Properties editor contain properties of scene and world, not tool settings, are different things. In the same way taht properties editor don’t have preferences of the program, or viewport properties, or UV editor properties, or UV editor tool settings,…

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Hi, thanks a lot for improving Blender. I like it a lot. This is my feedback / suggestions:

Please give users an option to switch to the classic non-hiding fixed-width (wide) scrolbars. The thin hiding toolbars are very hard to grab and you have to wait for them to appear. I work with a stylus and sometimes after hours of work my thumb gets quite sore (the middle button on my Wacom Intuos 2 stylus is a bit chiseled), then I start using the left button (pressing the tip of the stylus down on the surface) as much as possible - this means grabbing the scrollbar with the left button instead of scrolling with middle button.
The great thing would even be the user-configurable width of the scrollbars.

Wireframe antialiasing/smoothing:
It would be great to have an option to disable the wireframe antialiasing.
When the antialiased wireframe is dense it is giving me more pronounced moiré effect which is not pleasant for the eyes.

Tooltip text glow effect:
There is some kind of white glow around the white text in the tooltips. The glow makes the text fuzzy = hard to read, unpleasant for the eyes. Please consider removing the glow effect.

Classic wireframe:
Maybe I have missed something but is there a way to display a mesh as a classic wireframe (like in Blender 2.79 and probably every other 3D app)? I know you can get really close to that - I have seen the Pablo’s video “Wireframe is back” (or something like that) but the wireframe mode still had a slight shading. I would like to have a classic solid wireframe lines without any change in thickness or opacity. Sometimes it is more useful than any other shaded mode or pseudo-wireframe mode. Please add the proper wireframe mode (like in 2.79) back if it’s not already there.



Are you following the development?

Yeah, that’s exactly what we’re criticizing. Why else would we be talking about it? And by the way I have given you other examples that would be just as ridiculous as putting the tool settings there.

It would be very clever to criticize something that has not been made (“This phrase is sarcasm, so you don’t get confused”).

I made a small mockup to the shading menu , active matcap icon is too big and covering space a lot i think we don’t need that much big

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I post there a video I made about the current UI in 2.8

In summary:

Done by Pablo - With the overlays at the center of the view, we cannot see the change on our objects, so, revert snap options with overlays

Done by Pablo- Object filter should not be hidden in the N panel, it’s something we will use a lot, not only for experienced users

Done by Pablo - For some settings (shadows, cavity), we need to go in 2 differents place, that make too much actions for something that should be fast

  • Specular Hightlights needs options in the popover for the entire scene, it’s bad to have to add shader to change it. Same as for cavity, put the options in the popover.

  • Status bar is nice, but not to place modal keys in it, if people hide it, they will never see the options. And having it at the bottom of the screen is also bad, the information must be in the 3dview.

  • Same for the vertex/edge/faces count, in the 3dview with an option in the overlay popover to hide hor show it. That also need more work, to see ngons, to work on selection and not on the visible objects etc.

  • Camera options could be in the header too.

  • Instead of text we could add icons to make the menus smaller


Hello, welcome to the group! I agree with your feedback! Except moving stuff to the outliner.

Also, can anyone tell me if there is some way of controlling the Background Blur? I know that some months ago the background didn’t have blur, then they added what appears to be a 80% Blur more or less, but I never saw a controller for it. Does it exist?

If it doesn’t would it be tough to add it to the Lighting popup?
Here’s an example:

Blender can be an excellent tool to paint (PBR) maps and sometimes a greater control over the BG blur can be beneficial. So much so that Substance Painter has this option very accessible:

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i think toggle button with icon need more consisten shape.

in panel icon button not use box shape, just icon.

in n panel viewport, transform lock icon use box shape. but view object types select object use icon only.
pin icon in header use box shape.

i think icon with box shape it’s better place in header only.


+1 on this, the idea behind having all the shading options in the center was good, but after twenty to twenty five hours sculpting and modeling in 2.8 it started to become annoying, its not going to be consistent trough editors and may jump when switching modes but its better to have one more thing poping than having popovers over the model that we want to configure to see properly

totally agree with this, also next to “view object types” in the header inside the same menu could be also “View” properties, that way we have full control of the viewport, shading, camera, display etc. in the same place and leave Properties shelf for object properties, custom properties and some other add ons goodies.

So-so agree with this, as long as those options are globals the position its not wrong, however if a popwindow its added to the workflow like in the drivers that could be convenient to use also here, solve two problems without need to change how viewports work or change too many thing in the interface, just a little button or even an option hidden in the contextual menu to bring a child window with Viewport Display and SSAO high lighted

+1 in this too, also solves the potencial space problem in the status bar.

NOTE: reading the forums and watching videos its interesting to see how people call that shelf “The N Panel” and not the properties shelf or properties region

Downloaded latest june 11th build and they changed shading pop over a bit , yesterday i posted about how big is shading pop over and this happened , is this coincidence or are they listening to every Blender User and every post what we made , so nice of you guys (Blender Devs) , :heart: you all.

Latest Shading Pop Over

In the browser on large screen, the options are way too far IMO.

And the top bar is not needed since we cannot have options to place our objects in the view, on the selection, the cursor etc.

maybe one could try to change the popovers into a landscape format, I did a quick photoshop mockup, not entirely happy with everything - but just to get an idea how it would look like.

One could argue that some of the elements could also be removed, so for instance I dont think the matcap/hdr preview needs to be that large or does even need the ball preview - its fine if its shown while changeing the images. the titles Lighting/Color/Options could eventually also be leftout if there is no room for it.


The Shading & Overlays Pop-Over menus have been moved back to the Top-Right side of the viewport as it was before. And the View Object Type menu also has been added back and grouped with those two menus. All 3 View Menus together again. Like a Happy Little Family! :joy:

Like all the users have been suggesting, the Shading & Overlays menus made more sense being in the Top-Right corner. Mainly so it doesn’t block what’s being worked on in the center of the viewport, while changing different settings in those menus.

And the View Object Type menu fits perfectly in with those two menus. Mainly because it will be easily accessible for new & experienced users alike. Quick Access while working & Easy Discoverability for new users.

Thank You @pablovazquez for all your hard work. :heart:

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Also it’s good to see the new layout of popovers with left aligned text and text INSIDE slider instead of the new column style with text out of sliders and aligned to the right.



About the View Object Type Menu, I donb’t know if it’s possible or not, but when you make “Select All” the program select all objects, also objects hidden by this feature. COuld be good if when you make a selec all and you only see the lights the operator only affect to lights, for example. Instead to affect to mesh, empties,… that you don’t see in that moment.

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Hey guys, I don’t like the transparent option for the “active action top”-thingie. (See screenshot.) Can we have a solid color here?