What is the most bat-guano-insane thing in Blender that you can't believe they haven't fixed yet?

Using the Save Screenshot (Editor) function on a 3d viewport in camera view mode should save only the pixels within the camera view… or add another function for Save Screenshot (Camera View)

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It’s not the end of the world but I wish aborting Cycles renders wasn’t so agonising (on larger projects).

It’s faster for me to ALT F4 Blender and reopen the project than to wait for the abort process.

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When you cancel a render, Cycles continues to render sample processed, before stopping.
When Cycles is stopped, you can see what was rendered until cancellation.
When you quit Blender, instead ; you lost the image.

That is a Viewport Render Preview (Workbench or EEVEE + overlays) or a Render (no overlay). And you have complete control of its dimensions of output in Output tab of properties.

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I need a screenshot of what Cycles has rendered in the viewport and would prefer to not need to go crop out the UI afterwards

There should really be a separate thread for that. This is “What is the most bat-guano-insane thing in Blender that you can’t believe they haven’t fixed yet?” and what you seem to need is "What is one mildly annoying small inconvenience that’s only specific to my needs that doesn’t exist in Blender? "

:laughing:

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:slight_smile: I make the rules here. I think it’s odd that you can playblast or render the viewport or camera view of workbench or eevee and you can screenshot any editor, but you can’t save the image cycles has rendered in the camera in the viewport. It’s an odd oversight. Should be low hanging fruit.

It does seem to overlap with existing functionality though - if you want to save a render, just render.

One mild inconvenience I think is more annoying is not being able to double-click and drag text to select by whole word in the text editor.

Then why bother having viewport render and playblast for workbench? Just change the render engine to workbench and render.


Distribute Points On Faces comes with a Rotation output that you can use immediately with Instance On Points to align the instances to the surface of the object.

I don’t understand why the Mesh to Points node can’t also have that. Instead you have to Capture Attribute node the Normal node to Align Rotation to Vector node the instances

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I am 90% sure (make that 98%) the viewport render and playblast functionality very much predates the option to select Workbench as a render engine.

greetings, Kologe

A Save Screenshot Region operator would probably have more uses than a Camera View one.
Instead of cropping screenshot of a panel in Properties Editor, a Frame Node in Node Editor, a filed in an header, … in another software ; indeed, that would save time to do it, directly from Blender.

To keep the node as simple as possible, and so as fast as possible when rotation is not needed.
To keep points data type as simple as possible, by avoiding to handle rotation.

You know that currently, there is an Instance on Elements nodegroup/modifier asset provided with an Align Rotation option enabled by default.

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That reminds me that I’d really want the rendered viewport work more like a classic IPR where you can store or save snapshots for easy before/after comparisons, just something in the N-panel like the Render Slots in the Render Results. Also having the ability to have it always render at the scenes resolution would be handy.

Once again:

Fake User bullshit and deleting user’s content just because someone 20 years ago though that running garbage collector on user content is fine.

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Finally one primitive that is a native one, damn it! no more workarounds or using a separate addon for getting it :weary_face:

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Hardly an issue with blender itself but i thought it’s pointless to open a new thread just to rant: the dismal and worsening state of addons on the extensions platform which is being absolutely flooded with slop in the past year or two. Despite what i think are valiant efforts from the reviewers i regularly run into complete garbage, from just GPT readmes and “report issue” links that lead to discord, to just plain non working addons that i assume are fully vibecoded and just dumped onto the reviewers to torture them. Seeing what kind of trash gets approved i can’t imagine what the approval queue looks like.

I haven’t kept track of how many addons are immediately abandoned because slop code is definitionally unfixable. It makes me think the platform should have some kind of removal policy.

I think this reflects badly on blender itself. The thing is i used to rely on addons a lot, especially early on when i didn’t know how to do things and develop my own processes. If other begginers are like me they’ll get a stinky first impression of blender if all the help they can find is abandoned landfill.

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Yes, but you will still want that add-on for the other 30 primitives that the add-on offers you. :wink:

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There’s only one reviewer, FWIW

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It is sort of ironically funny, when one thinks back to the first few weeks and months of that extensions website, and remembers when submissions were being rejected for reasons such as “there’s already another extension that sort of does this”, or the lack of a icon.

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Blender needs a “transparency” slider for its objects. No shader needed. No alpha, nothing. Just something in the viewport visibility. I heard C4D has something along those lines but I could be wrong.

That’s not good enough?

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If it really has issues, I am sure removal can be arranged. I mean I haven’t tried, but… Let’s report them when we see them.

I don’t think it being slop or useless will be a reason enough though… but I think the ones that really don’t function or cause issues should get removed or at least unlisted until the dev fixes them(so more than likely forever anyway :laughing: ) I’ve seen quite a few having trouble because of being slop. People will create a thread here, post a link to a slop add-on waiting for approval and they do get rejected. Node Runner was an example of that.