I really like the idea of the “Solid/OpenGL/Workbench Mode” being a faster and more efficient way to work for users that are not as involved in the final look; mostly Modelers,in some cases Animators and maybe people doing simulations, and such.
I also feel being able to render it out in that mode is awesome. One thing I’ve noticed though, in the blender2.8 branch builds is that the Render settings for this mode are being added to the Rendering tab in the Properties Panel, which at first might seem logical, but upon reflection, I think, it creates more problems than it solves by keeping things “consistent”. What do I mean by that?, Well, firstly It creates a disconnect between what you seen in the Viewport and what you get in the render, and there’s no way of previewing the settings currently selected in the Render settings, the only way to see the result is by rendering the image.
And secondly, and I think even more important, it’s duplicating settings that in my opinion are not justified to live in two places.
Wouldn’t it be easier and simpler to understand to have the “Solid/OpenGL/Workbench Mode” just render out an image with the exact same settings selected in the Shading and Overlay popovers (Making the output way more predictable, and flexible, because it would also be super nice to be able to include overlays in an OpenGL render, for instance for rendering out models with wireframes to showcase their topology better.), and letting the Render tab in the Properties (when in OpenGL mode) just host the OpenGL render Settings that now awkwardly live only in the Render >> OpenGL Render Options menu; like the Antialiasing options , Alpha modes, etc.
Let me know what you guys think.