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I am starting working on Blender 2.8, but I can't find the layer panel. Where is it?

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    $\begingroup$ There are no more bit layers in 2.8 $\endgroup$ Dec 13, 2017 at 11:53
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    $\begingroup$ Well, the missing layer panel is to stay, it is unlikely to re-appear in official 2.8, so I would squint eyes here and wouldn't count the dev version argument.. This question is likely to be applicable to many people when 2.8 becomes reality.. $\endgroup$ Dec 13, 2017 at 12:20
  • $\begingroup$ You are right, this one does have value in the long run. Retracting vote $\endgroup$ Dec 13, 2017 at 13:35

2 Answers 2

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Blender 2.8 re-implements the scene layer system, as it had limitations. How it now works is explained here: Layers Manual and here: Blender Dev blog.

The scene layers are gone and their functionality was implemented in Collections (=groups) and View Layers.

Instead of sorting objects onto different scene layers, you can sort them into different Collections.

  • Add and Move between Collections with M
  • Link to Collection with Shift+M (so an object can be in multiple Collections)
  • Hide and Unhide Collections with CtrlH

Instead of using scene layers as masking layers in Render layers, now you can use Collections for masking or to effect only indirect rays (shadows and reflections):

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View Layers are what you would call Render layers pre-2.8-Blender. Add them here:

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A View Layer will remember your settings of objects and collections for visibility in view and render, selectability, holdout and indirect-only, etc. You find the settings for View Layers in the Properties panel:

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  • $\begingroup$ Just a reminder to update now... $\endgroup$
    – JakeD
    Dec 11, 2019 at 11:51
  • $\begingroup$ @JakeD thx! edited $\endgroup$ Dec 14, 2019 at 10:35
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    $\begingroup$ what about the LOD trick that you could do for unity? : youtube.com/watch?v=ifNyVS2_6f8 how do you do that now? $\endgroup$
    – tatsu
    May 8, 2020 at 15:53
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    $\begingroup$ @tatsu I think having different LODs on different view layers was irrelevant for the export. Just for convenience to view them better so they don't overlap. $\endgroup$ May 8, 2020 at 18:07
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    $\begingroup$ Yeah I figured out through trial and error that the minimal requirement for it to work was for the parent mesh to have the _LODn perpend and whether or not you have a Collection is completely irrelevant. it still works. $\endgroup$
    – tatsu
    May 8, 2020 at 18:21
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Click the Collection center icon in the scene menu (top right) which hides the current collection. Add a new collection and work there.

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