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85 (+92,-7)
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48 (+50,-2)
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MicroPoly Displacement at Render Time (Utilizing New Support of 32-bit Maps)
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Written by smokebox46and2 the 1 Jul 08 at 01:00. Category: Rendering. New
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Blender is in need of Render-time (renderer integrated) MicroPoly or Subpixel Displacement. Seeing that 2.46 will support 32-bit floating point maps for use with the Displace Modifier, it is almost essential that Render-time MicroPoly or SubPixel Displacement be an option with no dependency on the Displace Modifier. Look into Mental Ray's or Vray's* implementation.
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40 (+41,-1)
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Integration of Freestyle, a non-photorealistic renderer
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Written by smokebox46and2 the 4 Jul 08 at 14:18. Category: Rendering. In development
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The developers of Freestyle , a non-photorealistic renderer, have suggested that their renderer be integrated into Blender. Showing support for its implementation, here is one user's request to accompany the request of Freestyle's developers.
http://freestyle.sourceforge.net/
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32 (+35,-3)
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Allow "Freezing" of Sub-Objects
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Written by smokebox46and2 the 13 Jun 08 at 21:04. Category: Tools. New
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it's not always convenient or helpful to hide a mesh, or part of a mesh. sometimes one needs to see sub-objects of a mesh in order to work around them. it would be great if one could "freeze" selected/unselected verts in edit mode so that they are not translatable or selectable while working on surrounding subobjects.
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31 (+33,-2)
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Muscle and Skin Simulation
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Written by smokebox46and2 the 17 Jun 08 at 21:01. Category: Animation. In development
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something i think that would take Blender more over-the-top than it already is would be muscle, and perhaps even skin, simulation.
check out
http://www.cgcharacter.com/cgskin.html
http://cgtoolkit.com/muscletk.htm
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27 (+28,-1)
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Make Vertex Groups Selectable from Outliner
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Written by smokebox46and2 the 29 Jun 08 at 13:57. Category: Tools. New
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Since Vertex Groups are listed in a subcategory under a Mesh object's name in the Outliner, and Mesh objects are selectable in the outliner, I thought it might be nice if an object's Vertex Groups were selectable from the Outliner.
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26 (+28,-2)
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Integration of Freesyle, a non-photorealistic renderer
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Written by smokebox46and2 the 9 Jun 08 at 10:57. Category: Rendering. New
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The developers of Freesytle , a non-photorealistic renderer, have suggested that their renderer be integrated into Blender. Showing support for its implementation, here is one user's request to accompany the request of Freestyle's developers.
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22 (+28,-6)
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Import Meshes as Shape Keys
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Written by smokebox46and2 the 30 Jun 08 at 20:54. Category: Tools. New
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As feature rich, expandable, and capable as Blender is, I still like to do the majority of my character sculpting in ZBrush. I build a base mesh in Blender and import into ZBrush for details. I would like to be able to reimport my base mesh back into Blender as a Shape Key with whatever non-destructive topological changes i've made in ZBrush (facial expressions, body mass, etc.). 3ds max has this capability with its Morpher modifier, which allows you to pick any mesh in the scene that has the same vertex order and apply it as a "morph target"/shape key. Blender's .obj import dialog has the option to import as a "Morph Target" to maintain vertex order, but I don't know of anyway to apply it as a morph target/shape key.
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3 (+3,-0)
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Render/Project Fur To Texture
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Written by smokebox46and2 the 5 Jun 08 at 21:04. Category: Rendering. New
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With the great new hair and fur creation and rendering in Blender 2.46, it would be awesome if Blender could share it's furry wealth with less fortunate apps by supporting the projection/baking of rendered fur onto a texture map. i can think of several projects in my future that would benefit from the ability to create a texture from Blender's rendered hair/fur with alphas and all for texture layer compositions on detailed models.
thanks for any consideration =)
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2 (+2,-0)
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Ability to Save Different Render Passes From the Image Editor Window
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Written by smokebox46and2 the 9 Jun 08 at 10:39. Category: Interface. New
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Ability to Save Different Render Passes From the Image Editor Window.
I came across this dilemma the other day; I wanted to play around with some simple compositing in my external image editor, and I wanted to save out the Z-depth render pass from the image editor window in Blender. Not knowing what I was getting into I figured, "this task will be easy enough, since you can display the Z-depth pass of a render in the Image Editor. I'll just press F3 to save out the image while the Z-depth pass is displayed." Yet, to my surprise, the composited image was saved out, but not the Z-depth info. Low and behold I searched high and low for a simple solution, yet all solutions seemed to lead to a tricky compositor node setup, of which I am very uncomfortable with at the moment.
I think it would be a helpful addition to add each render pass, especially z-depth, into the Image Editor result and be able to save out the currently viewed pass as an image file.
Thanks for consideration.
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-1 (+4,-5)
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