To note, this thread is not going to be a place where people request entirely new features or tools, just the limitations currently seen in existing features that you would like to see removed.
I also think it may not be that productive to talk about some of the very obvious ones that we know exist, but will take a major undertaking to resolve (like the different simulation tools being fully integrated with each other), we’re talking more in the vein of what can be done for 2.69 even if work was to begin now.My top picks.
-Proportional editing currently cannot be used when transforming with the ‘individual centers’ mode, allowing this would allow for much faster modeling in cases where you need to taper out a number of peaks in an object because it’s a slow process doing it one at a time.
-The new bridge tool does not have any utility for bridging multiple loops at once, this is more or less the only reason I still use the Looptools bridge in some cases, get this done and I think we may be at the point where the bridge component of that addon can be removed.
-The bricks node in Cycles is almost useless for bumps at the moment, but I don’t see it being very difficult to say, replace the function that draws the rectangles with one that draws rectangular gradients (which would then allow many different beveling possibilities with additional nodes).
-The ability to use the ‘saw’ gradient was completely removed from Cycles a couple of years ago, adding this back to the newer wave texture would allow for truly photorealistic wood texture generation that wraps seamlessly around objects.
-The inability to embed the widgets and UI elements of certain nodes into the UI of a group node, it would definitely spare one from having to tell the user to make some external setup in cases, the idea here would be to give a special socket type to widgets and other UI elements (only seen in the group node view) so that one can plug them to appear in the UI of the group node itself. (these would be like the gradient widget in the color-ramp node, the normal widget in the normal node, the various transformation lists in the mapping node ect…
- (a big one), once upon a time in the 2.4x series, I was easily able to make very complex landscape images with the help of texture node trees in conjunction with the displacement modifier, something that I would not be able to do again because of a ‘fix’ where the developer chose to write it off as a limitation instead of going deeper to fix it properly.
Essentially, when a developer decides to fix something by creating a new limitation or error message, I personally consider that a sort of ‘cop-out’ fix, where the issue would still be there, but the user is blocked from being able to recreate it.
Why is this a big deal, the fact that the texture nodes can no longer be used with the displacement modifier essentially killed the idea of Blender being a landscape generator with some similarities to Terragen and Vue, it’s like Blender was about there in terms of that kind of power only to decide to scrap the whole possibility instead of working towards it.
As another consequence, it also significantly reduced the ability for one to use the displacement modifier without images, the ability to mix procedurals for the displacement modifier is a must for getting the most for earthy surfaces like rock and the fact that you’re now limited to just one procedural with some manipulation tools has reduced such possibilities by a noticeable amount. Sometimes you just need to have a texture that can wrap around the entire object without seams and images just can’t be used easily in such cases, especially since there’s nothing like Cycles’ blended box mapping to blend them away.
An alternative would be a sort of viewport feature that can display an approximate version of Cycles render-time displacement in solid mode, but then you can’t use it for projects using the old internal renderer or the game engine.
So again, limitations in existing features that can be resolved in one release Cycle, post away.