Ive been using Blender for a while now and came up with some suggestions on addons for the future version of Blender, I know that some of these are avaliable in some degree within Blender already, Im more taking aobut 6 months down the line when Cycles starts to full take over all the rendering (including hair work).
So here are some of the ideas Im putting forward.
- Switch/double/half button
Simple set of buttons next to the resolution bar to allow you to double or half your image, or switch the image around if you want it to go into portrait mode (this is the easy one the 3).
Why? Well if youve been up late it can be a pain to remember the numbers as you switch them around from landscape to portrait, and whilst you can use * or / to double/halve the amounts, a simple set of buttons would just speed it up.
- Little more complicated to explain so Ive included images for both.
This is to do mainly with how cycles uses the node system to handle the materials and scenes, I hoped to put forward a system where you could use the already well made uvs youve spent hours cleaning up to help guide and colour the hair in greater detail.
I understand that this can be done to some degree within the materials/textures pallette but I thought it would be interesting if the hair could be divided along its root, so you could have multple colour within the hair But! also have it so that you can have patched of differing hair clumps based on individual uv colour maps. So say a chest area could have collections of hair that is White with grey stalks and also hair with white and orange stacks.
But how could this be done? simple First colour map have one set of colours so you can go crazy and it will only display that colour group, add another colour map and each hair is split in half, now you could say have polka dots on the top layer and stripes on the bottom.
and after that you could add however many layers of colour you want.
After that you can use the colour maps to create vertex paint style uv maps that control the areas where should be, the clumping and finally it comes to idea 3.
Direction flow mapping, a uv based map that helps you control the flow of the hair in its base state (also you can do the painting(before you add a couple of tweaks within the combing/particle mode). So you paint the direction the fur is to go and it will flow depending on the strength of the map colour you use ( used red/green for example, for a pale red is having less effect on the hair then solid red which would have the hair flat down, green acts the opposite). The bonus is that you can replace the hair with a different hair flow, then if you want to have it back again you can just switch the maps. Good if your looking to replace a character models look to create a new character.
So what do you think?