WHAT DO YOU WANT IN NEW VERSION ????

Blender's renderer and external renderer export

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Yaroslav_L
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Joined: Wed Feb 23, 2005 8:59 am
Location: Ukraine

WHAT DO YOU WANT IN NEW VERSION ????

Post by Yaroslav_L »

This post, i think, must describe - what features artists really need.
May be this help coders little?
Ok, I start from me...
:O)
I need GI. Native build in GI render!
:O)
P.S. Please, don't tell about YafRay or other renders.
Just tell - what YOU need.
________________
Yaroslav Lebidko
"3D XATA"
Interior design. Arch viz.
www.3DXATA.com

sfepa
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Location: Chisinau, Moldova

t

Post by sfepa »

i'd like to see something like gizmo in 3d studio, to simplify the texturing process for simple meshes.

89ers
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Location: Annecy, French Alps
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Re: WHAT DO YOU WANT IN NEW VERSION ????

Post by 89ers »

Yaroslav_L wrote:This post, i think, must describe - what features artists really need.
May be this help coders little?
Ok, I start from me...
:O)
I need GI. Native build in GI render!
:O)
P.S. Please, don't tell about YafRay or other renders.
Just tell - what YOU need.
Do you mean a native renderer capable of this type of render ?
Image

If it is, you might be surprised of how well the "external" renderer might integrate with blender in near future... :shock:

This image was done with the last "release" of Yaf(a)Ray, and i launched the render as i do for any "internal" render... :D

The thing is, it renders A LOT faster than what you could expect of Blender...(even faster than modo from my tests !!) I think that the blender internal is great as it is, i just wish i could use the compositing feature of blender on any render, be it internal or from another render engine ! 8)


Cheers,
Laurent aka Tartiflette :)

LazyCoder
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Joined: Sun Mar 19, 2006 10:11 pm

Post by LazyCoder »

I'd like to see volumetric simulations for fire, smoke, explosions, etc. I think there was one person who looked like they were pretty interested in doing this, but I think they just wanted to do it for SoC.

http://www.blender.org/forum/viewtopic.php?t=11189

But simulations like that is reaching a bit far.

I think what'd be nice is if some of the older features were improved, such as:
- Bevel tool (seriously, what's that?)
- More options for the cartoon edge... thingy.
- NGons
- Better animations controls when working with armatures (I don't like having to reposition keyframes for each individual bone, this may already be possible though, I don't know).
- Better shape key design, where you can see all the sliders at once, and where it's just not so confusing.
- ability to animate values in the 'map to' section of the material section. (I think this is already possible but you have to keyframe all the settings, not just the individual values)
- Subdivide with beauty.
- The Path Length input doesn't even work. When you have something following a path, it ALWAYS lasts 100 frames.

I can't think of any more at the moment.

ronin@org
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Joined: Sat May 21, 2005 12:13 pm

Post by ronin@org »

Better NPR Edge dection an shaders.
More tools to make the rigging process more fun.

LazyCoder
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Joined: Sun Mar 19, 2006 10:11 pm

Post by LazyCoder »

Oh I just thought of another one: the ability to have it choose a random image out of a bunch of images (in a movie file, or a sequence) to use as the halo texture, instead of having to use the same texture over and over again to where it looks really repetitive and ugly.

joeri
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Post by joeri »

These topics will find more response at www.blenderartists.org

Mikie Tim T
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Joined: Wed Jun 20, 2007 5:33 pm

Post by Mikie Tim T »

I'm not an artist, but use Blender in the form of the BURP project in BOINC. The main usability feature that needs to be added from our standpoint is checkpointing in the rendering engine. Nearly everyone who donates CPU time on this project also has a percentage of their time dedicated to other projects, and currently cannot easily switch projects or even reboot their machines without losing all of the progress. This would also seem to be a priority for those who use Blender directly, as I'm sure that, during some of the longer rendering sessions, there sometimes arises a need to reboot. And also, don't forget that some folks run this on laptops, so there is sometimes a need to hibernate when they need to take their laptop somewhere. Just my $0.02, and thanks for all of your efforts! It's a wonderful avenue to express your talents!

jondansie
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Joined: Thu Jun 21, 2007 12:41 am

Post by jondansie »

voxel rendering for particles, and sprite voxel rendering for particles (slices of a voxel)

Lightwave calls it 'Hypervoxels'.

<edit> I did some google searching... here's a link:

http://imve.informatik.uni-hamburg.de/p ... ffects.pdf
clark planetarium full dome productions

oin
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Joined: Fri Apr 02, 2004 6:34 pm

Post by oin »

personally....I'd love...well, something is surely in the plans...
Whatever is needed in the api, in the code, so that plugin authors can have formats being exported with the extra UV channel and lightmaps asigned... for games...

If this is already in in some build, excuse me...

It just would be great if we could export game levels, lightmapped, out of Blender, ready to go...there's already a solid B3d plugin here :

http://gandaldf.altervista.org/b3dexporter.htm

There are a bunch of engines using now this format, not only Blitz3d.

neoncyber2001
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Joined: Tue Dec 18, 2007 3:06 pm

Post by neoncyber2001 »

Volumetric material interiors like in POVray
Also a Height Map based on an image would be really usefull. I'm working on making that one on python.

arklight
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Joined: Sat Sep 29, 2007 7:42 pm

Post by arklight »

TOP OF MY LIST:

IMPORT CURVES FILES INTO
THE RGB CURVES NODE.


Simple addition.INCREASES
WORKFLOW BY 100

It's hard enough unless you have a big
monitor to make out the adjustments
your making without zooming
in the RGB curves node. But if you
have to repeat the SAME adjustment
for other clips, you will never get it
exactly 100 right.resulting in
annoying colour strobing in the edit
as you cut from one clip to the other

why not speed this up, and make
it ACCURATE by being able to export
curves files and import tem.

By using AMP photoshop curves format
already used in other opensource curves
software you can make adjustments
elsewhere and just import curves enmasse

DIFFERENT COLOUR SPACES FOR CURVES NODE

CMYK, and HSV (Hue Saturation Value) in particular.

Once you've used them as curves you
never want to go back,to desaturate or saturate
(HSV) in a very specific area of the image
is brilliant especially when matching backing plates or
background images.

CMYK colourspace and the way you
can isolate or add Black in SPECIFIC
areas of the images tonal range is also
incredibly useful

PNG, TGA ETC OUTPUT INCREASED
FROM 8 BIT PERCHANNEL....


PNG output to be increased from 8 bit to 16bit
per colour channel. There are very few (next to none)
opensource Video editors ouut there that can edit
with HDR files.Even though that would be great.
So we are stuck with PNGS,TGAS
and TIFS.

PROPER VIDEO EDITOR TO DEAL WITH THE WONDERFUL
HDR FORMATS BLENDER RENDERS.


Its sad to see the beautiful work you create in blender
rendered out and then have it's colours CRUSHED
in video editors that can only handle 8-10 bit per
colour channel.

Apart from these above which I think would benefit
EVERY single user, I think Blender is brilliant
as an opensource package.Absolutely amazing.

Heri.

matt_e
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Location: Sydney, Australia
Contact:

Post by matt_e »

arklight wrote: IMPORT CURVES FILES INTO
THE RGB CURVES NODE.
That's not a bad idea, yes. As a workaround, you can group nodes, which gets saved in the .blend file, and you can then later append into another file, or add again with Add->Group in the node editor. You could possibly just group your curves node and re-add it each time.
DIFFERENT COLOUR SPACES FOR CURVES NODE

...

HSV (Hue Saturation Value) in particular.
This would be nice too, not too sure on the implementation, would be good to think about it.

Chocki
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Joined: Wed Jan 09, 2008 12:08 pm

Post by Chocki »

How about the ability to use the graphics cards processors to calculate renders. With current offerings from NVidia in SLi configurations, that's an awful lot of processing power that is not being used.

CubeFreak
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Joined: Sun Dec 16, 2007 6:41 am
Location: Australia

Volumetric

Post by CubeFreak »

I would like it if Blender had volumetric media features like in Povray, where you can realistically animate clouds from built in distortion patterns or simulation data from a separate program. Using photos or renderings from external programs is usually alright for stills, but often for animations the only option is to realistically animate clouds. The particle system is great for some things (fire, for example) and can make acceptable stills of clouds but just doesn't cut it when it comes to realistically animating clouds.
It is possible to animate very realistic clouds using techniques that are (relatively) similar to Blender's particle system and much faster than Povray's volumetric rendering: http://portal.acm.org/citation.cfm?id=344795 , but volumetric media (though very slow) is useful for a lot more than just clouds and it might not be reasonable to add a feature to Blender just for the purpose of creating clouds (though very quickly and easily). Could something similar to this cloud animation technique be done in Python without any additions to Blender's code? I am not proficient enough in Python to implement it myself.[/img]

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