Difference between revisions of "Features requested for Architecture"
From Blender for Architecture
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=== Snap and dimensions ===
=== Snap and dimensions ===
Revision as of 20:04, 25 March 2007
Here you can find a list of features we would like to see in Blender to improve Architectural workflow:
Interactive rendering enhancements
- Properly lighted procedural textures visible in OpenGL mode. In example like Lightwave...or better ;-) :
Complete Re-implementation of Open GL in Layout * Much faster UI performance * Preview Lighting scenarios within the UI * Less need for preview renders * Hardware shading of materials and textures * Hardware shading of procedural textures LightWave v9 Layout fully supports the OpenGL 2.0 specification. Results from real time OpenGL shading very closely mirror the results of the LightWave rendering engine, which reduces the amount of test renders that are required. Lighting and materials can be previewed directly within the user interface with a much higher degree of accuracy than ever before."
Or add, bump mapping, displacement, glossiness, reflections, stencil shadows like in many (old now...) games. See also:
- Easy use of GLSL shaders in game engine
Snap and dimensions
- Proper units and measurement system.
- Sufficient significant digits to convert between units with imperceptable error.
- Input methods to handle various system conventions (English feet and inches, Metric meters and millimeters, English decimal feet, light years, etc.)
- Direct preference association with each model so that imports of various units are properly scaled.
- Ability to move objects based on a "relative" distance from a point.
- "Dimensions" tool that can add dimensions in plan, elevations, etc.
- Ability to define arbitrary planes based on 3d angles, or by picking three points/two edges/one face and work on those arbitrary planes as they were the "base plan" (xoy). Also constrains perpendicular to this arbitrary plane.
- "LandscapeBuilder" a tool to build and plant real landscape based on contour lines.
- Possibility to link to a database so to be possible to get "Bills of materials", to know "quantities" of a material is in the model (ie: to know how many cubic meters/feet of brick, concrete, marble,ceramic tiles, etc. or square meters/feet for paints, etc.) Maybe trying to link to OpenOffice database would be a possibility.
- Better import/export of commonly used file formats like .DXF, .DWG, .3DS, etc.
- A "PrintingEditor" that can work with the layouts and plot them "at scale". Printing capabilities for lines (continuous, dash, center line, etc. , thickness of a line, colors, etc. - all features that are needed to plot a complete set of construction drawings). If we could combine somehow Blender with a vector based tool - such as Inkscape, OpenOffice or similar - that might produce the result acceptable for "professional printing".
- Easy use of Gameblender to visit our building like in a FPS game.
- Texture backing for non UV textured objects
Work in Progress
- Transcription of blender materials in GLSL without coding : Easy use of GLSL shaders in game engine tutorial
- Section tool - a tool to "cut" through the buildings: Look a the "Section" script in Scripts#Tools
- High Fidelity Rendering engine (aka Maxwell, Yafray, Povray, Sunflow..) : Blender custom builds for Povray, Kerkythea... Blender external renderer API.
- Parametric modeling : http://yorik.orgfree.com/tutorials/parametricobjects-blender.html
- Snap between objects : in CVS
- NURBS modeling : Nurbana?