"Edit, Then Shoot"

Blender 2.8:

Blender 2.8 makes some changes to the above-described workflow – “OpenGL Preview” appears to be gone, but we have the very-advanced EEVEE engine (based on real-time game technology), and we have a much-less discussed but very-fast renderer known as Workbench. It appears to me that Workbench is an OpenGL-based renderer that is much cleaner and better than Preview. (I’m still experimenting, as are we all.)

(The “Stamp” feature is now in the Output tab under Metadata.)

The basic workflow idea, though, remains the same: use the fastest available rendering method to shoot film, then use this footage to edit your show together before you settle down to the process of rendering the actual shots. Use stand-in objects that are to scale and perhaps display labels so you can immediately see what they are. Use asset-linking so that you can replace the stand-ins with the actual models. “Stamp” all the frames with relevant information.

A key part of this workflow is that you “shoot film, and don’t care how much of it winds up on the cutting room floor.” Now, Eevee has made this considerably easier to do, and it quickly gives you renders that are much closer to “final.” Nonetheless, this can also be distracting – it tempts you to do too much too soon. There will be time to get each shot “looking just right” after you have finalized what the shots are going to be. You want to “get into the editing room” as quickly and as early as possible.