After having used Blender for year, on and mostly off
I’m in the process of actually getting my first useable model done.
And the experiance i had while doing so lead me to desire for certain features which i thing would improve blender in general s good deal.
Non blocking paint select
faces as area lights
glow effects -> like the afterglow plugin, but integrated
snap to grid, vertex, edge, …
useable bevel, integrated, not as script
better boolean, less messy
booleans in edit mode
especialy helpfull when one has a large object and needs to boolean a small
part of it, like a window in a starship hull.
The object/object method used currently makes it basicaly useless for that
lamps as parts of objects
renderman support
multiple shaders per face, uv maps, etc
cut/copy/paste objects/vertices/faces, etc
more render modes,
ability to set global render modes, without having to alter the material
-> wireframe, solid, textured etc
LOD for the 3D view, helps with high poly count scenes
wireframe thickness
layers
dynamic layer amount
layergroups
naming layers and layer groups
lamps effects for all, own other layers, not just all or own layer, but
for choseable layers too, like layer 1,2,3,6,9
outliner, right click on entry, brings up proberties window
repeat last command, sorta like VI’s . command
render option size, 125% 150% 175% 200% -> tohupuu3 has it
keycommand for selection inverse
mental ray .map format support for big textures
allows for reading only the needed parts of a texture to be read from disk.
helpfull for large textures.
save/loadable textures,
loading and saving from inside the material editor
texture images, shaders, colors, mapping etc
scene wide wind effects, not just per object
example, defining a direction and force of the wind across several objects, like a scene with multiple trees and flags etc
tuhopuu 3 style edge highlight for selected vertices
wireframe, or semi transparent display option for the lamp centerdots
they get massiv in the way of small details if in the area covered by the lamp dot which makes it impossible to see anything underneath them.
The current bevel in blender isn’t really usefull though… since it bevels the whole object instead of just the selected verts/edges/faces. This and better snapping tools are at the top of my list too ^^
Better than they were in 2.37 but they still leave a mess. Assuming it works a lot of times you are left with meshes that are missing faces that if the operation were to work as one would expect would be there. This results in a lot of time spent trying to close meshes up. I wouldn’t complain except that I tried booleans in XSI to see if this issue haunts other apps out there but theirs worked flawlessly. I use booleans a lot especially in a recent model and it’s quite frustrating. Still though, wayyyy better than they were.
Auralis - I haven’t got a lot of time to answer this so i’ll pick up only on a small part of this …
renderman support
Well yes it’s there but not 100% but then again the free/open source renderman solutions available since blue moon have been poor, blah, blah, blah. If you can afford the real Renderman - you even have to question why you want this. Better request would be for blender to support procedural shaders, i.e. a shader API.
multiple shaders per face, uv maps, etc
You can!! Set up your UV coords, add image texture, map input to UV and map to whatever you want - displace, colour, etc. Add as many textures as you require.
cut/copy/paste objects/vertices/faces, etc
You can!!! Admittedly there isn’t a copy buffer but I would rather the memory went in to an undo buffer. 3D takes stacks loads of memory! The context in 3D modelling is so different from word processing the methods have to differ but with select, vertext groups, duplicate (linked/copy), etc. there are more than enough tools to do the job.
blah, blah, blah There is the ability to light an object with paint, parent lights to a single vertex, booleans: big improvements in this release, etc., etc., etc.
There seems to be a way to do most (not all) of what you are wishing and I’ll be the first to admit that the education resources are uncoordinated but they are there. The issue is not ‘I want/wish …’ but ‘How do/can I …’
Blender is powerful enough to reproduce something every bit as good as ToyStory (no comments about volumetric shaders please )
Stick with it - blender is one of the most flexible tools I have used.