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    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[88] Shadow Density and Colour]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/120/</link>
      <description><![CDATA[Other 3D apps I’ve used can control the density/transparency and colour of the shadows. This is such an extremely valuable option I can’t believe its not already in Blender!<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/120/</guid>
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    <item>
      <title><![CDATA[[8] Clean up spotlight options]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/578/</link>
      <description><![CDATA[The title says it all, the options are a bit of a mess, particularly halos.  When you select halo the options are spread all over the panel AND change depending on wether raytraced or buffered shadows is selected.  It would make sense to keep the halo options beneath the button that activates halos (and only show up when a material uses it).<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/578/</guid>
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    <item>
      <title><![CDATA[[7] Ambient Lighting in Viewport]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/551/</link>
      <description><![CDATA[It would be nice if Blender had some sort of simple ambient light that would show up in the viewport, similar to other 3D modeling packages.  The main benefit would be having more efficient control over the ambient settings, without having to re-render for any minor changes or taking time to place fill lights throughout the scene.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/551/</guid>
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    <item>
      <title><![CDATA[[5] Custom highlight shape for lamps]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/694/</link>
      <description><![CDATA[By default every lamp gives a circular (infinite point) highlight. You should be able to use custom shapes to be used as the highlight.<br /><br />The way I can see this being implemented:<br />- Set the scale of the highlight shape similar to how the arealight now sets its area size.<br />- Just like the earea light make a pulldown menu with the available shapes, point (default), round, square, rectangular, custom<br />- When you select custom you can input the name of an object. This can be a (flat) curve object, polygon object, etc. This wil display the custom shape at the origin of the lamp, similar to the custom draw type for the armature/bone system.<br />- At the lamp texture and input tab you get an extra mapping option next to Global, View and Object, you also get Highlight. This wil simply project planar on the custom highlight shape.<br /><br />I understand that this might not be easy to implement as the existing specular and diffuse shaders assume round highlights. You also neet to take into account the distance op the lamp to the object in order focus/defocus the custom highlight shape.<br /><br />A feature like this could greatly increase realism I think. This would also make make rim lighting (with lamps, not the ramp shader) much easier.<br /><br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/694/</guid>
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    <item>
      <title><![CDATA[[4] incidence angle/light angle for controlling normal angle, or shading in nodes]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/553/</link>
      <description><![CDATA[to better see what I am describing, please check out the video linked below:  I found another app that does this already.<br />ftp://ftp.newtek.com/multimedia/movies/w3dw/Light_Incidence.mov<br /><br /><br />So first off, a gradient node that doesn't need a bunch of color curves to control it would be nice.....but since we dont have a gradient node yet...:<br /><br />The ability to manipulate the NORMAL node's angle via the incidence angle and/or a lamp's angle or position in relation to a surface(or vertex group, normal group, or even object)<br /><br />I'm trying to manipulate the normal angle of a cell(toon)shaded node(I can post any links here yet ugh). I want to be able to maintain a constant "lighting" of a characters face by parenting to a bone/null in the "character's-head-mesh" in some form, the angle/position of a lamp. Thus achieving a bit more of an old-school disney like effect of a character able to maintain a toon-like-lighting appearance aside from the background/environment's lighting setup.  Obviously not parent the lighting-incidence-angle source would also be useful in many cases as well.<br /><br />I know you can do a "version" of what I am talking about using layers, however, I would like to achieve this on a per-surface basis.  So nodes seem to be the way to go.<br /><br /><br />I'm referencing the following node structure below(though mine is a bit more complex):<br /><br />http://www.blender.org/typo3temp/pics/ebfa1d1250.png<br /><br />http://www.blender.org/typo3temp/pics/bc660eea8e.jpg<br /><br />Thank you for reading.<br /><br /><br /><br /><br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/553/</guid>
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    <item>
      <title><![CDATA[[4] flares]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/660/</link>
      <description><![CDATA[Blenders Halo System for Flares is bad.<br /><br />I want to create car lights. But the halo-flares are 3dimensionally located. They penetrate faces instead of being rendered in front of everything unless their center is covered.<br /><br />The visibility should decrease:<br />- the further the camera gets aside the flare-"cone" - which should be defined by local restraints (like with bones).<br />- the closer another mesh in front of the flare-creating-object is to the center of it.<br />- the more opaque a translucent material in front is.<br /><br />You should be able to control whether and how a flare keeps its size on the screen. For instance if it gets smaller at all while moving away.<br /><br />You should be able to use custom images for the halo, maybe even several.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/660/</guid>
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    <item>
      <title><![CDATA[[4] Approximate soft Shadows]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/677/</link>
      <description><![CDATA[The shadows could be blurred, controlled per value, which uses the Z-buffer from the lamps "view". The further the casting from the receiving object the softer.<br /><br />This uses only ONE single sample instead of up to twenty to get good realistic results. Also it would be more flexible.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/677/</guid>
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    <item>
      <title><![CDATA[[1] Better Ambient Occlusion]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/586/</link>
      <description><![CDATA[Ambient Occlusion yet is very noisy. You almost can´t get it "clean". Also it doesn´t get really dark sometimes...?<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/586/</guid>
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    <item>
      <title><![CDATA[[1] Light Mixer Object]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/713/</link>
      <description><![CDATA[An object that is a master light mixer.<br /><br />Tell it what group it's controlling, and it would have all the same setting as a regular light except when You adjust it's variable settings, it adjust the settings of all the lights in the designated group as a ratio...<br /><br />All individual lights keep their original settings, but they are offset by the mixer object...<br /><br />or is there another way to do this?  <br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/713/</guid>
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