Regnas
(• I don't speak English "by default", so... )
21
Be able to edit the parameters of primitives after you move them (this is crazy), they should stay parametric until I decide otherwise (with a button or when moving a point etc).
And more, they should stay parametric even if I enter the edit mode and do nothing with them and go back to object mode.
Say you have a rectangular solid that is divided into a grid of squares, now let’s say you want to use the bridge tool to punch a grid of holes through that solid (as in, the equivalent of doing dozens of bridge operations).
The Bridge tool as it stands now will try to treat all those face pairs as a single loop and make overlapping faces to connect all of them in one go, what the looptools bridge does differently is see them as individual pairs and do an individual bridge for each one instead of doing one long one.
I hope that’s more understandable, the basic thing is that based on the conditions seen in the selection, the bridge tool will either choose to do a lot of smaller, individual bridges instead of one long one.
Be able to edit the parameters of primitives after you move them (this is crazy), they should stay parametric until I decide otherwise (with a button or when moving a point etc).
And more, they should stay parametric even if I enter the edit mode and do nothing with them and go back to object mode.
This can be argued as something that can be applied to all operations (ie. something like a limited history stack that resets itself when you do something that changes the topology).
I’m going to mention something that I’m sure used to work but now doesn’t (or at least I can’t get it to)
I’m sure it used to be that when I clicked on an image texture node the UV/image editor would update automatically and show that image. Now it does not do so.
so I would like that back please. (If it was there before, and I’m not going mad… )
I`m certain that it did do that before .68 or .67 and I too miss this feature. Takes too much time now if you have to adjust textures for bigger projects.
1.) I will echo the cries for real grid snap. I really, really like Maya’s method. If I remember correctly, I believe you just hold down x and whatever you’re moving will snap to grid increments. Hold down v and you can snap to vertices. Hold down c and you can have something follow an edge. I would adore seeing something like that employed.
2.) The style of artwork I do relies heavily on GPU rendering so I’m quite biased but I would really like to see a lot of focus on GPU rendering, lighting, and materials. This is really, really important to me as an artist, perhaps more important than anything else. I can’t even properly explain how revolutionary GPU rendering has been to me and how Blender, specifically, has become one of my most important, indispensable tools. I need very accurate lights, different material options, and good, fast, realistic rendering. Blender is a good GPU renderer (and it’s free so yay!) but I would like to see it become one of the best GPU renderers. I want to see it compete with or even outperform other quality render Engines like Vray and Mentalray. I especially want SSS for GPU.
For me blender need only few improvment in some area for improving workflow
Edit multiple objects as some time
A more usable and functional rich outliner. A good improvment in outliner (with grouping object without parenting like photoshop layers) will make (finally) obsolete Layers
Improving gizmo. Actually for moving or scaling in between two axis we need to press shift+the excluding axis, cannot do using the handles, this is fine when the object/vertex/faces is in global coordinate, but you must press twice the key for normal or local transform orientation (and local and normal orientation axis is not the some of globlal, so in many cases you need to test what is the right axis to exclude), so in my opinion working with manipulator in some cases is a better option. in this video a proposal for improving manipulator (min 2.27 ):
When doing remove doubles should be nice to have a option, checkbox to let merge only vertices non connected (by edges) between them.
An example where i need to merge only vertices not connected between them:
In cycles can be interesting to have a “negative” holdout material, that is hiding object in front of it and not in the back of it. This probably can be done with osl materials but the mayority of us don’t know how to code them.
Then should be nice to see improvement in the cloth sim, the self collision part especially; particles, etc…