Blender Feature Proposal
Loop Subdivide features
With the release of Blender 2.40 a great addition comes to mesh tools: Multi Loop Cuts.
In further development some nice improvements could be added. A none linear worklflow
that allows any time changing of cuts and modes would be fine:
- the only linear step is only the first selecting the edge for cutting
- after selecting the edge for cutting you can setup any time during you do a click the numer of cuts
- activate/ deactivate the smooth option up to that time you click; after that a input popup
appear for the smoothnes factor
- move your cuts with two options: static or proportional supporting step options with Shift and Control keys;
static means the cuts have the same distance to each other but you can move them along the cut edge;
when the static cuts at center of the cut edge the object will be cutted in uniform parts;
porportional allows you moving the the cuts and when they get closer to the end of cut edge the distance
of each cut to the other get closer too
Static cuts can moved along the cut edge and have the same distance to each other
Same cuts in Proportional mode, the cuts getting closer to the end of the cut edge
Solidify Function
A very nice feature would be creating solid objects. This would help to close the hole about missing primitives (helps generating tubes with thickness) too.
When a object is selected in edit mode and you press 'w' for special menu.
When you start to drag you can specify the thickness. While dragging pressing 'o' for adding solid outside, 'i' for inside and 'c' for center.
Of course feature the known feature like hold down Shift for fine adjustment, hold down Ctrl for step adjustment and 'Tab'-Key for insert numeric values.
Image shows dragging with adding solid outside.
Examples
Solidify Plugins for other 3d progamms:
3dsMax Solidify;
3dsMax F-Pot;
TrueSpace;
SoftImage (Quicktime-Video)
More merge options
Correct Knife Behavior
Blenders knife tool is great but it behaves incorrect when you try to create more then one cut.
Picture shows actual behavior and correct behavior:
The knife tools didn't act uniform to the standard mouse button actions (as i described in
Uniform Key and Mouse Action).
Blenders knife could work like this: holding down 'LMB' and moving the mouse paints, clicking with 'MMB' allows you to draw lines,
holding down 'LMB' again and moving the mouse starts painting again,
using 'RMB' aborting knife tool and clicking with 'LMB' should be confirming cut. Or in another way that depends on the
Uniform Key and Mouse Action.
Uniform transform action (Weighted SubSurf, Bevel, Warp etc.)
A not uniform behavior is the Bevel function, normally numeric input is via Tab-key and the input is at the header bar from the 3D View.
For numeric input the Bevel function uses Space-key and the input for values is a popup.
At the IPO when you moving a single point of a curve numeric input (Tab-key) isn't available.
Most of the things like in OOPS window are missing in the Video Sequencer Editor too. Video Sequencer Editor has
fine adjustment (holding 'Shift') but step adjustment (holding 'Ctrl'), may be for 10 Frames steps, are missing.
Saveable Rendering Settings
Often when you create a scene you like to do test renderings and at the end a final rendering.
Options that makes the differences between test and final renderings are located in the button window at Scene ('F10')
and World ('F8') Amb Occ and Mist/Stars/Physics.
At the moment most of the test/ final rendering settings must be set by hand (OSA-Level, Amb OCC on/off and Samples, Shadows etc.). It would be great if the user
could set and save the complete Scene ('F10') settings and the World ('F8') Amb Occ and Mist/Stars/Physics as his rendering settings,
so that the only thing that must be changed for a final render is select just another rendering setting.
Picture shows the redesigned Format panel, the button 'Unified Renderer' should be moved to the Output panel.
Compression option for files
Blender 2.40 comes with the feature to save files compressed which is a great addition and save a lot of disk space.
The only problem is the non standard way of implementation using a menu option instead of the save file dialogue.
Most application have such options at the save dialogue, here are some examples:
OpenOffice ,
Photoshop ,
CorelDraw
A button at the "User Preferences" will set the default status of the "Compress File" button in the save dialogue.
It could realized as a toggle at the Save dialogue too.
BTW: There are buttons at the save dialogue like "Releatives Path" and "Loading UI" that comes from the open dialogue.
Yes, of course saving and loading compressed files took longer. Maybe there could be a hint at the tool tip for that.
The very old way putting the "Save files Compressed" in the file menu isn't clear for users.
More hints at the 3D View header
The idea to show usage hints in the header bar of the 3D View is great, but a lot is missing:
- Border select: hints missing for pressing 'B' again enters circle mode
- Border select circle mode: MMB is deselect vertices, 'Numpad +/-' changes circle size
- Loop Subdivide: 'Ctrl' for step adjust, 'Shift' for fine adjust
- Rotate, Scale, Grab, Crease Subsurf, Bevel: 'Tab' for numeric input, 'Ctrl' for step adjust, 'Shift' for fine adjust
- Extrude: 'R' for rotate, 'S' for Scale, 'Ctrl' for step adjust, 'Shift' for fine adjust
If there is a
Uniform Key and Mouse Action the keys or mouse actions for confirm or cancel mustn't be shown
if there isn't enough place for that or maybe it is to much.
Screensaver support
After anybody gets a 3D graphic card 3D screensaver are popular then ever. Blender has all tools and properties
generating amazing 3D screensaver and could be the first solution allowing creative minds deliver their stuff on
different platforms. The possibility to export a runtime as screensaver is missing.
Integration of the screensaver menu as part of the runtimes
The screensaver should support the standard interface of the different platforms. The option dialog should allow
changing the resolution and could include a "Made with Blender" hint too.
Possible integration on Windows
Different Cursors
Different cursors can show a user in/ on which action he is or which mode he entered. A example: a user is unintentional pressing 'Tab'-Key and so
entered numeric input. I noticed that at this moment beginners thinking Blender did not act proper because they did not recognized (and mostly do not
know that this mode is available) that they are entered numeric input.
This small visual change of the cursor gives the user a feedback (example: you entered scale mode) of his actions and let him work certainly.
cursor proposal (most of them have a midpoint for exact alignment,
they designed to be always visible anyway the background is dark or lighten): 200%, Black-White, White-Black; used for action
Missing Theme Options
You can customize the interface of Blender but some things are missing:
- dot size for IPO curves
(btw. the text and icons at the header of the panel 'Transform Properties' are blue and not black like in other panels)
- Color of the position line cursor of the IPO, Action, NLA, Video Sequencer and Audio Timeline (i mean the green vertical stroke)
- UV/ Face Select Mode: color for edges of selected faces
(if you have turned 'Draw Faces' off, its hard to see which faces are selected and which not)
- Color settings for background of the script window
- Color settings for the values of edge length, edge angels and face area
Feature suggestion: More and more theme options for the 3D View are available, instead of adding many entries for available options
with just one slider or control for option it would be fine grouping them.
Example: Now we have available options 'Face Dot Size', 'Face Dot selected', 'Face' and 'Face Selected' ('Face Dot unselected' or just 'Face Dot' is missing)
but they all can be grouped under the Option 'Face'. This would prevent too much entries at the theme option menu of the 3D View.
Themes and skins where loved by most users, at the moment you can save your skin via script. It would be great if:
- you can submit your themes at the Blender3D.org site so other users can download it there
- Help menu of Blender has a entry 'Get more Blender themes'
- Script window have a section 'Themes' for applying themes
- First entry of the 'Themes' section would be 'Save current Theme' and after that all available themes where listed
Radiosity Texture Baking
MP3 and OGG Vorbis Sound Support
For creating realtime3d runtimes or web3d content a small file size with good quality of sound files is always needed.
The standard sound format for realtime3d, multimedia and web that has these properties are MP3 and Ogg Vorbis.
Free cross platform MP3 encoding and decoding can be done using
LameMP3.
There are lot of free, cross platform sound tools (like
Audacity) that support it too.
Another free and fine sound format is
OGG Vorbis. There are no license problems at all and itselfs and tools (like
Audacity)
are cross platform too.
Camera Switching
At the moment there is no easy way switching from one camera to another and the next or back like you can do it with screens (using Ctrl+LArrow or Ctrl+RArrow).
My suggestion is when Numpad keys used for view navigation Shift+Numpad6 could be switch to next camera and Shift+Numpad7 for switching back ro previous camera.
Maybe Shift+Numpad 5 could show a popup with a camera (listed and sorted by object name) list for switching directly to a specific one.
Automatic Snapping
We have nice snapping options for snapping on demand but toggles for automatic snapping like in
many graphic apps are missing:
- "Snap on Grid" let the object snapping during transformation and work in Front, Side and Top views
- "Snap on Object" let objects snapping on other objects on their Bounds, center and pivot point
- "Snap on Mesh" let objects snap to others on their vertices, edges, faces depending on the edit mode
Cartoon and Sketch Render Features
Chriss asked me at the
Blendpolis Forum
about adding something about colored edges to my proposal and so i started about thinking about cartoon and drawing render features.
It would be great if edges where a material property like Ramps and could be individual for any object. Any object can have:
- edges on or off (this could be usefull in technical renderings too to hinting or show up something)
- its own edge style and thickness (calligraphic, freehand or systematic styles)
- its own color, alpha and blending mode (like the Ramps)
- its own shifting options
Additional to that it would be great if there where a texture plugins (like marble, clouds, wood, stucci etc.)
available too that simulates drawing styles:
- using shading and material properties
- different drawing styles
- have color band support
Cebas FinalToon for 3dsMax
CINEMA 4D Sketch and Toon
Penguin a conceptual, sketch and cartoon, non-photometric scan line renderer
Advanced Wireframe Rendering
Sometimes rendering objects as wire is needed.
At the moment there is just a very simple implementation is available or using a script
that modifies the mesh.
- thickness of the wire
- Depth Buffer like Monkeyboy describes as 'Hidden Line'
or now available in "Edit Mode" with "Limited Selection"
- Adding spheres or cubes at cross points, corners and ending with size option and material id for them
- "3D Shading" option renders the wire like an real 3D mesh
Cleaner interface and better color picker
After release of Blender 2.34 we have a nice color picker (thanks again to the coders).
So what about cleaning up the interface
and putting the color slider into the color picker with the possibility to copy and paste color to/ from clipboard:
the cleaner Material panel:
the cleaner world panel:
the cleaner Yafray Mirror Transp panel:
Shadow color for lights
To create colored shadows in Blender you can use the Ray Transp option for transparent objects or a trick with a normal light and a negative light at the same position.
What about adding a color field (see
Cleaner interface and better color picker too) to the Shadow and Spot panel for setting up the color of the shadow. This great feature for realistic, surrealistic and cartoon
rendering is a standard in other major 3d apps like May or 3dsMax.
the preview panel:
Area Lights with meshes
Instead of having just planar, rectangle area lights it would be nice using meshes as it. So when you selecting a mesh and an area light
and using "Make Parent" you got the option to make the hole mesh to an area light, so the area light it self did not shine anymore
but the mesh did. All settings of the area light will be applied to the mesh, energy and color could be shown as vertexcolor in the 3d view.
A light panel (like camera has)
Sometimes it would be fine to have a visual hint about the distance of the lights (and not only for spots),
some times all the these dotted lines are boring and in the next moment you'd like know which light is which one.
So it would be fine to have a panel for lights like for cameras to display the limits (distance), icon size or name of a light.
Uniform GUI and workflow for the Oops
The Oops and Outliner are great tools to get an overview of the scene and they work well but some things could be improved:
- C-key for center view (center of the bounding rectangle of all blocks)
- using the nice GUI elements and styles of Noodles
that comes with the orange brunch, because they have similar functionality
- Gradiants for the wires (connectors) of the blocks like in Noodles and antialiasing for them
- Shadows behind the blocks like Noodles
- Theme options like in Noodles "Wire" and "Wire selected"
- the block colors using significant colors of the icons instead of some undefined colors for better visual orientation
- a element to show where the delimition of the blocks is a good idea but why not using something simple like a grid
- X-key for deleting objects/ properties - this is quite usefull in complex scenes or with object that has no geometry and prevent
users switching always from one window to another and back to the Oops
- NUM/-key for viewing selected blocks and depending blocks only
- scaling (size) for selected blocks using S-key would be fine (clearify impoartant and unimportant parts of the 3d scene)
- support for SHIFT- and CTRL-key for steps and minor steps like in "3D View" when grabbing/ transforming/ scaling blocks
- direct input when grabbing/ transforming/ scaling blocks like in "3D View"
- the border of Border selection (B-key) should be dotted like in "3D View"
- CTRL+LMB for renaming blocks like in Outliner
A mockup of a Oops using the nice GUI elements and styles of Noodles:
Uniform workflow for the Outliner
The Oops and Outliner are great tools to get an overview of the scene and they work well but some things could be improved:
- the Outliner did not use "Select with" option of "User Preferences" "View & Controls"; selection is always with LMB
- X-key for deleting objects/ properties - this is quite usefull in complex scenes or with object that has no geometry and prevent
users switching always from one window to another and back to the Outliner
- using ARROW keys LEFT/RIGHT collape/open a brunch of the tree one level
- using ARROW keys UP/DOWN next-previous node
- NUM, open complete brunch of the selected object and close others
Better UV/ Image Editor Behaviors
A command to clear unused images from the image list (dropdown at the header bar) would be useful too.
A command 'Delete UV Coordionates' with shortcut 'X' would be fine, like you would press 'TexFace Delete' button at 'Editing' in panel Mesh.
The Data Browse and the image selection dropdown should be sorted by name!
Improved IPO Curve Editor
With 2.40 we get a very nice recoded animation system (Thanx Ton!) but some things didn't hit the road yet:
- Theme option for size and color of curve points are mssing
- Theme option for size and color of handle points are mssing
- the border of Border selection (B-key) should be dotted like in "3D View"
- NUM, center selected curve
- Num/ view selected curve only
- CTRL+J for join (uniform workflow like in 3D View) instead of J-key
GLSL Shaders
With Blender 2.41 we have GLSL Shader for the game engine which is quite fine. A great
improvement for the "3D View" would be to support shaders too for a better visual feedback of materials
and effects:
- for compatibility issues and speed there is a toggle "Use GLSL Shaders" at the "User Preferences" in "System & OpenGL"
to turn on/off GLSL shaders in "3D View" in general
- the shaders are only active in display modes "Textured" or "Shaded" of the "3D View"
- the different diffuse/ specular shaders and color ramp options will effect the appearance of the "3D View"
- a python access to the source of the internal GLSL shader for export issues would be great too (something like
getDiffuseShaderSource() and getSpecShaderSource)
- of course a GE that can use besides custom shaders GLSL shaders for the appearance would be fine too
Some resources about shaders: