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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, 29-Aug-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 29-Aug-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[89] Ability to Save Custom Presets for Particles and Cloth, etc.]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/51/</link>
      <description><![CDATA[It would be nice to be able to save particle settings, such as for hair, and settings for cloth, as custom presets stored with Blender.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/51/</guid>
    </item>


    <item>
      <title><![CDATA[[51] MicroPoly Displacement at Render Time (Utilizing New Support of 32-bit Maps)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/194/</link>
      <description><![CDATA[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.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/194/</guid>
    </item>


    <item>
      <title><![CDATA[[46] Integration of Freestyle, a non-photorealistic renderer]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/275/</link>
      <description><![CDATA[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.<br /><br />http://freestyle.sourceforge.net/<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/275/</guid>
    </item>


    <item>
      <title><![CDATA[[32] Allow "Freezing" of Sub-Objects]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/158/</link>
      <description><![CDATA[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.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/158/</guid>
    </item>


    <item>
      <title><![CDATA[[31] Muscle and Skin Simulation]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/314/</link>
      <description><![CDATA[something i think that would take Blender more over-the-top than it already is would be muscle, and perhaps even skin, simulation.<br /><br />check out<br /><br />http://www.cgcharacter.com/cgskin.html<br /><br />http://cgtoolkit.com/muscletk.htm<br />
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<a href="http://www.blender.org/forum/viewtopic.php?t=12457"> Blender.org thread #12457</a>
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/314/</guid>
    </item>


    <item>
      <title><![CDATA[[30] Make Vertex Groups Selectable from Outliner]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/157/</link>
      <description><![CDATA[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.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/157/</guid>
    </item>


    <item>
      <title><![CDATA[[27] Integration of Freesyle, a non-photorealistic renderer]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/274/</link>
      <description><![CDATA[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.<br />
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<b>Attachments</b>:
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No attachments.
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/274/</guid>
    </item>


    <item>
      <title><![CDATA[[21] Import Meshes as Shape Keys]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/40/</link>
      <description><![CDATA[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.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/40/</guid>
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    <item>
      <title><![CDATA[[5] Ability to Save Different Render Passes From the Image Editor Window]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/497/</link>
      <description><![CDATA[Ability to Save Different Render Passes From the Image Editor Window.<br /><br />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.<br /><br />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.<br /><br />Thanks for consideration.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/497/</guid>
    </item>


    <item>
      <title><![CDATA[[3] Render/Project Fur To Texture]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/472/</link>
      <description><![CDATA[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.<br /><br />thanks for any consideration  =)<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/472/</guid>
    </item>


    <item>
      <title><![CDATA[[1] TopMod Integration or Similar Functionality]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/565/</link>
      <description><![CDATA[TopMod is an interesting procedural mesh editor that allows users to create very interesting, manifold meshes for whatever purpose.  I believe Blender would benefit from its integration or adoption of similar methods to create such objects.<br /><br />http://www.topmod3d.org/<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/565/</guid>
    </item>


    <item>
      <title><![CDATA[[-2] UV Editor Support for UV Spaces Beyond 0 to 1]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/301/</link>
      <description><![CDATA[Ability to extend the UV Editor's Grid beyond the standard 0 to 1 space.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/301/</guid>
    </item>


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