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162 (+190,-28)
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Confirm Exit  
Written by ideasman42 the 20 Nov 08 at 17:15. Category: Interface. New
When you have not saved your file, have blender ask if you want to quit when closing blender via the windowmanager. (useually cross button)
- This is common for most applications

See the 40 comments >>

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129 (+138,-9)
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Display rendering state (percent, time)  
Written by blenderx the 20 Nov 08 at 17:15. Category: Rendering. New
When you render - you do not see the current state of rendering... in best cases you see last render time and current part-number...

But what about current render state in percent (for image or animation)? Or current render time for current frame. Or estimated time for frame / animation?

Look at this screen - wow!
http://images.gamedev.net/features/reviews/modo202/5-shot-glass-render.jpg

See the 11 comments >>

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107 (+113,-6)
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multi-thread everything  
Written by wayneberry the 21 Nov 08 at 04:45. Category: Hardware support. Needs clarification
multi-threaded fluid simulation
multi-threaded cloth simulation
multi-threaded preview render
multi-threaded playblast render

another nice update for the preview renderer would be (as seen in modo) to render like a progressive jpeg. so the longer you wait the clearer the render gets. this lets you have preview open all the time on a seperate view and constantly see your changes

See the 15 comments >>

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102 (+112,-10)
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Garbage Collector  
Written by kakapo the 20 Nov 08 at 17:16. Category: Others. New
a way for deleting (all) unused datablocks of the current blender session so that you don't have to restart blender anymore for that.

See the 15 comments >>

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100 (+109,-9)
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True Ngon Support  
Written by bruceape the 20 Nov 08 at 19:27. Category: Modelling. In development
True support for Ngons, allowing a much faster box modeling work flow for those who choose to use them. I can see possibilities of benefits for architectural modeling as well as organic modeling.

See the 11 comments >>

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84 (+88,-4)
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Raytracable Particles  
Written by salvis the 20 Nov 08 at 17:16. Category: Rendering. New
It would be really great to be able to see particles/halo textures in raytraced reflections & through transparent materials.

See the 4 comments >>

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84 (+92,-8)
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real world units   forum
Written by pinhead_66 the 20 Nov 08 at 19:28. Category: Interface. New
Give the user visual feedback concerning the kind of unit he/she is working in. More specifically, being able to set one blender unit as meteres, centimeters, kilometers, inches, feet, etc.
Adjustments should be updated in the information bar in the 3d window (for instance when moving an object, you see how many mm or cm it has moved)
Further, when turning on display selected edge length, the current unit should be added to the shown numbers, so when you select an edge, its says 0.5 mm instead of 0.5.

As extra maybe make it possible to render the 'display selected edge length' (may be interesting for architects?)

See the 12 comments >>

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78 (+86,-8)
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Indicate Animated values on Panels  
Written by Papa Smurf the 13 Nov 08 at 23:21. Category: Animation. New
If an object/material/texture property is animated, (for example there is an ipo curve for Material RGB), then on the panel where the user usually sets that property (Materials panel) is grayed out or a darker shade as a visual cue.

If the user changes the property by moving the slider or entering a value, a popup window asks them if they want to establish a new key, or ignore the entry.

see http://wiki.blender.org/Requests

See the 13 comments >>

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69 (+87,-18)
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View Mode: "Solid + Wireframe"  
Written by manitwo the 13 Nov 08 at 23:21. Category: Interface. New
Currently blender has (among others) a "Solid" and a "Wireframe" view-mode. Why not combine them to a extra view-mode?

(For an example look here: http://www.ag-systems.net/mxw/book_wire.jpg)

See the 9 comments >>

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67 (+83,-16)
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Infinite Planes  
Written by Will the 13 Nov 08 at 23:21. Category: Modelling. New
An infinite plane is a plane that spans an infinite distance. This would be very useful, especially when making landscape scenes with Blender.
After trying Bryce 5.5, I found that the infinite plane feature was the one I used the most. I would love to see something like this in Blender!

See the 11 comments >>

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67 (+68,-1)
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Drag n Drop everywhere  
Written by LetterRip the 20 Nov 08 at 19:28. Category: Interface. New
It would be wonderful if drag and drop could be used for all of the places it makes sense. This includes drag and drop video seqeunces and audio sequences on the video sequencer.

Drag and drop textures onto objects.

Drag and drop ordering for outliner, etc.

See the 6 comments >>

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59 (+60,-1)
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Integration of Freestyle, a non-photorealistic renderer  
Written by smokebox46and2 the 20 Nov 08 at 19:38. Category: Rendering. In development
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/

See the 1 comments >>

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56 (+56,-0)
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File display filter in file browser  
Written by szczur0 the 13 Nov 08 at 23:24. Category: File/Image browser. New
The filter that shows only specific type of file in browser: only *.blend, only images, only *.png etc..

See the 1 comments >>

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51 (+63,-12)
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Camera switcher  
Written by m.e the 20 Nov 08 at 19:28. Category: Interface. New
Some way of switching cameras in an animation so as to do jump cuts. Typically one wants to have frames 1-23 from camera #1 (long shot, say), then frames 24-35 from camera #2 (medium shot), and then frames 36-62 from camera #3 (close up on girl's face)... and then for frames 7500-7525 back to camera #1 for the close out. There is no way to do this in Blender at them moment. OK, there are various expedients, such as jumping the camera location between frames (doesn't work, looks terrible, eg if one does interlacing) or a script (hard to manipulate).

See the 5 comments >>

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50 (+66,-16)
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Ability to change mind on votes  
Written by jesterKing the 13 Nov 08 at 23:28. Category: Blenderstorm. Feature Request approved
It would be nice if one could correct a vote after it has been cast. Maybe clicking the right arrow in the first place went a bit wrong, now you voted for while you wanted to vote against. Or maybe an idea got improved with a very good Feature Request that explains it All.

See the 6 comments >>

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47 (+53,-6)
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Normals painting  
Written by Eutrot the 20 Nov 08 at 19:28. Category: Painting. New
What I think of is a sort of a mix between painting a UV map and using the sculpt tool.
It might be less computer-intensive to have some tools in the image editor that would mimick the sculpt brushes when editing a normal map.
This would be used like "sculpt" while keeping a small number of faces.

See the 14 comments >>

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45 (+45,-0)
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projection painting  
Written by nowherebrain the 13 Nov 08 at 23:29. Category: Painting. New
Paint and projections across object seams to eliminate/alleviate UV tweaking... and it would just be fantastic to project decals onto your model/texture.

See the 3 comments >>

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45 (+48,-3)
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Muscle and Skin Simulation   forum
Written by smokebox46and2 the 20 Nov 08 at 19:41. Category: Animation. In development
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

See the 7 comments >>

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43 (+50,-7)
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Clear location/rotation/scale on a specific axis (in edit mode as well)  
Written by Falgor the 21 Nov 08 at 01:52. Category: Tools. New
Especially when working with mirror modifier, it'd be great to be able to quickly set a location of a vertex to zero with a certain axis (usually x) when working with center vertices. This can be done with the n-menu (transform properties) but it requires using the mouse and it's not a single function (not fast, not hotkey, a menu).

Also sometimes you might want to clear the rotation or the scale on a certain axis only.

In edit mode it'd work in the object's local co-ordinates, I believe (rotation and scale are probably unusable, unless you count face normals, and that's only for the rotation angle of a face).

It'd work like this:

press alt+g
-->
menu item 1: clear location
menu item 2. clear loc X (would be toggled with XKey)
menu item 3. clear loc Y (would be toggled with YKey)
menu item 4. clear loc Z (would be toggled with ZKey)

Same with rotation and scale.

See the 7 comments >>

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43 (+43,-0)
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Unified painting interaction  
Written by LetterRip the 20 Nov 08 at 19:29. Category: Painting. New
the sculpting tool has a number of nice ideas for interaction (scaling and intensity of the brush), usage of textures for brushes, and brush mirroring - it would be excellent if these ideas could be propagated to the rest of the painting tools.

See the 2 comments >>

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