Difference between revisions of "Features requested for Architecture"

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Aqui você pode encontrar uma lista de recursos que gostaríamos de ver no Blender para melhorar o fluxo de trabalho de arquitectura:
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Here you can find a list of features we would like to see in Blender to improve Architectural workflow:
  
Para fazer == ==
+
== To do ==
  
=== Interactive melhorias de renderização ===
+
=== Interactive rendering enhancements ===
  
OpenGl preview de materiais e iluminação em 3D
+
OpenGl preview of materials and lighting in 3D view
* Não mostrar UV Texture (o plano, cubo, esfera, botões de tubo no "mapa" do painel de material)
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* non UV Texture display (the flat, cube, sphere, tube buttons in the "map" material panel)
* Texturas processuais (por exemplo, em tijolos)
+
* procedural textures (for bricks in example)
* Bump, displacement
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* bump, displacement
* Sombras matte
+
* matte shadows
* Brilhante
+
* glossy
* Sensação de GI / Ligthing ambiant / oclusão
+
* feel of GI/ambiant ligthing/occlusion
* Translucidity, transparência
+
* translucidity, transparency
* Espelho
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* mirror
  
Tudo isso, apertado perto de Blender configurações de renderização. Isto significa que, os usuários não-codificadores poderia usá-lo facilmente. Configurações do material usado para processamento são traduzidos para elaborar o material 3D Viewport assim que você don "t necessidade de definir o material duas vezes, uma para processamento e outra hora para GL visualização.
+
All of that, tight close to Blender rendering settings. This means, non-coders users could use it easily. Material settings used for rendering are translated to draw the 3d viewport material so you don"t need to define material twice, one for rendering and another time for GL previewing.
  
Exemplo em Truespace:
+
Example in Truespace:
  
[[Image: Truespace GLSL.png]]
+
[[Image:Truespace GLSL.png]]
  
* http://www.caligari.com/Products/trueSpace/tS75/Brochure/guidedtour.asp
+
*http://www.caligari.com/Products/trueSpace/tS75/Brochure/guidedtour.asp
* http://www.caligari.com/Products/trueSpace/tS75/Brochure/images/GuidedTour08B.wmv
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*http://www.caligari.com/Products/trueSpace/tS75/Brochure/images/GuidedTour08B.wmv
* http://www.ofusiontechnologies.com/
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*http://www.ofusiontechnologies.com/
* http://www.ogre3d.org/index.php?set_albumName=album35&option=com_gallery&Itemid=55&include=view_album.php
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*http://www.ogre3d.org/index.php?set_albumName=album35&option=com_gallery&Itemid=55&include=view_album.php
  
Dimensões === ===
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=== Dimensions ===
* Unidades adequada e sistema de medição, dimensões ilimitadas do modelo.
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* Proper units and measurement system, unlimited dimensions of the model.
** Suficiente dígitos significativos para converter entre unidades com erro imperceptable.
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** Sufficient significant digits to convert between units with imperceptable error.
** Entrada métodos para lidar com vários sistemas de convenções (Inglês pés e polegadas, metros e milímetros métrica, Inglês pés decimal, anos-luz, etc)
+
** Input methods to handle various system conventions (English feet and inches, Metric meters and millimeters, English decimal feet, light years, etc.)
** Associação directa com a preferência de cada modelo, de modo que as importações de várias unidades estão devidamente dimensionados.
+
** Direct preference association with each model so that imports of various units are properly scaled.
  
=== === Snap
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=== Snap ===
* Mais inteligente agarrar: agarrar a médio, interseção, normal e medida.
+
* More clever snapping : snap to midpoint, intersection, normal, extent.
* Seleção e movimentação do 3dCursor
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* selecting and moving of the 3dCursor
* Tirando a 3D cursor da mesma forma como tirando a obras de vértice.
+
* snapping to 3d cursor in the same way like snapping to vertex works.
* A ferramenta agarrando para loopCut, faca e slideVertices
+
* snapping for loopCut, knife and slideVertices tool
* Criar linhas (bordas) por entrada numérica (raio, ângulo, co-ordenadas catesian) - este pode ser combinado com a cara de decisão e de extrusão, com entrada numérica para criar rapidamente formas precisas.
+
* create lines (edges) by numerical input (radius, angle, catesian co-ordinates) - this can be combined with face making and extrusion with numerical input to quickly make accurate shapes.
  
=== Ferramentas ===
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=== Tools ===
* "Medida" de ferramentas, ou mesmo "Dimensões" ferramenta que pode adicionar dimensões em planta, alçados, etc
+
* "measure" tool, or even "Dimensions" tool that can add dimensions in plan, elevations, etc.
  
=== === Parametrics
+
=== Parametrics ===
Algumas funções básicas paramétrico seria extremamente útil. Alguns destes poderiam ser acrescentados como modificadores de malha. A premissa básica é que uma parte simples editável define muito mais complexo modelo em 3D (não visualmente editável).
+
Some basic Parametric functions would be extremely useful. Some of these could be added as mesh modifiers. The basic premise is that one simple editable part defines a much more complex 3d model (non-visually editable).
  
*'' 'Coluna''' definida por:
+
* '''Column''' defined by:
** Um único vértice (que fornece o ponto de base)
+
** a single vertex (which provides the base point)
** Altura
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** height
** Largura
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** width
** Um x + y offset (para que a coluna pode ser centrado em um ponto, ou ter um canto no ponto),
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** an x + y offset (so that the column can be either centred on a point, or have a corner on the point),  
** Tipo de seção transversal (quadrado, redondo, outras?)
+
** cross section type (square, round, other?)
** (Mais tarde) Capitais e bases
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** (later) capitals and bases
** (Tarde) ângulo do eixo
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** (later) angle of axis
  
*'' 'Boca''' definida por:
+
* '''Beam''' defined by:
** Uma única aresta (que fornecem o ponto de base, o ângulo (em todos os planos) e comprimento)
+
** a single edge (which provide the base point, angle (on all planes) and length)  
** Altura
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** height
** Profundidade
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** depth
** Um vertical e deslocamento lateral (para definir se o feixe está centrada ou offset)
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** a vertical and lateral offset (to define whether the beam is centred or offset)
** Cruz tipo de seção (quadrado, redondo, de I, C-beam, Z-estrada, etc)
+
** Cross section type (square, round, I-beam, C-beam, Z-beam, etc.)
  
*'' 'Laje''' definida por:
+
* '''Slab''' defined by:
** Plano base (s) (de preferência um Fgon ou algo assim), que fornece a forma e tamanho.
+
** base plane(s) (preferably an Fgon or something), which provides the shape and size.
** Espessura (positivo ou negativo)
+
** thickness (positive or negative)
** Tipo de espessura (vertical, perpendicular, vertical para o valor absoluto (plano base plana))
+
** thickness type (vertical, perpendicular, vertical to absolute value (flat base plane))
(placas também poderia ser usado para rooves onde o plano de base (s) pode ser em um ângulo
+
(slabs could also be used for rooves where the base plane(s) can be at an angle
  
*'' 'Wall''' definida por:
+
* '''Wall''' defined by:
** Uma borda, ou polilinha (que fornece a forma da parte inferior da parede)
+
** an edge, or polyline (which provides the shape of the bottom of the wall)
** Altura
+
** height
** Espessura
+
** thickness
** Deslocamento lateral
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** lateral offset
** A altura do tipo (altura relativa da linha de base, para o valor absoluto, até ao valor absoluto)
+
** height-type (relative height from base line, down to absolute value, up to absolute value)
(Down to o valor absoluto é útil para as paredes cobertas por telhados angulares, onde a linha que define se a atenção na altura do telhado, inclinado, a parede e cai para o nível do chão)
+
(Down to absolute value is useful for walls topped by angled roofs, where the defining line is drawn at the height of the roof, angled, and the wall drops to the floor level)
  
==== Mais complexo, menos importante ====
+
==== more complex, less important ====
* Hole (através de paredes, lajes, etc
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* hole (through walls, slabs, etc.
* Portas, com largura, altura, tipo, abertura, revelar, etc
+
* doors, with height, width, type, opening, reveal, etc
* Janelas, semelhante
+
* windows, similar
* Modificações tipo de paredes, lajes, etc paredes: tijolos, etc
+
* type modifications for walls, slabs, etc: brick walls, etc.
  
=== === NURBS
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=== NURBS ===
[[Image: NURBSBlends2.jpg]]
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[[Image:NURBSBlends2.jpg]]
* [http://sites.google.com/a/ckbrd.de/blender---nurbs/Home/]
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*[http://sites.google.com/a/ckbrd.de/blender---nurbs/Home/]
  
Outros === ===
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=== Others ===
* Possibilidade de definir a imagem de fundo para a câmera Angeled qualquer forma, não só para a frente, superior e direito ver ..
+
* Possibility to set background image to anyhow angeled camera, not only for front, top, and right view..
* "LayerManager" Advanced Management camada. nomeação, agrupamento e Nuber ilimitada deles (para importação emissão especial)
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* "LayerManager" advanced layer managment. naming, grouping, and unlimited nuber of them (for import issue especially)
* "LandscapeBuilder" uma ferramenta para construir e plantar paisagem real com base em linhas de contorno.
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* "LandscapeBuilder" a tool to build and plant real landscape based on contour lines.
* Possibilidade de ligação a uma base de dados de modo a ser possível fazer "listas de materiais", a saber "quantidades" de um material é no modelo (ou seja: para saber quantos metros cúbicos / pés de tijolo, concreto, mármore, cerâmica telhas, etc, ou de metros quadrados / pés para tintas, etc) Talvez tentando ligar para o OpenOffice banco de dados seria uma possibilidade.
+
* 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.
* Melhor de importação / exportação de formatos de arquivo comumente usados como. DXF,. DWG, .3 DS, etc
+
* Better import/export of commonly used file formats like .DXF, .DWG, .3DS, etc.
* A PrintingEditor "que pode trabalhar com os layouts e traçar-los" em escala ". Capacidades de impressão de linhas (contínua, traço, linha central, etc, espessura de uma linha, cores, etc - todos os recursos que são necessários para traçar um conjunto completo de desenhos de construção). Se pudéssemos combinar alguma Blender com um vetor ferramenta baseada - como o Inkscape, OpenOffice ou similar - que possam produzir o resultado aceitável para "profissionais de impressão".
+
* 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".
  
* Fácil de usar GameBlender a visitar o nosso edifício, como em um jogo FPS.
+
* Easy use of Gameblender to visit our building like in a FPS game.
* Bicarbonato de objetos Texture para não UV texturizado
+
* Texture baking for non UV textured objects
* Quando você começar a rodar 3Dview por MMB por acidente de puposes para verificar, por isso a possibilidade de quebrar essa rotação (provavelmente por RMB) e veja o retorno em ângulo deve ser muito timesaving.
+
* When you start rotate 3dview by MMB by accident of for checking puposes, so possibility to break this rotating (probably by RMB) and return view into angle should be very timesaving.
* Outra melhoria possível para 3Dview, que não é necessário, mas interessante: "ViewRotateSnap" Ele trabalha principalmente no modo de gira-discos (este é um the_right para modelagem de arquitetura, certo?,)) Isto poderia ser wery recurso de mão cheia, mas não tem software i já vi é capaz de fazer isso. Imagine: você está rotaiting seu modelo na sua tela, e verificando as relações entre os objetos. quando você está muito perto da vista frontal, (você quiser verificar algumas linhas paralelas) pressione CTRL e voila seu eyecamera pegar de frente exato! Lançamento ctrl, rodar mais à direita, quando você está perto para ver direito (1-2 °) Use Ctrl para saltar novamente para a vista direita da página. É rápido maneira eficiente, o que poupa muitos comutação viúva e olho-pesquisando. imho.
+
* another possible improvement for 3dview, which is not necessary, but interesting: "ViewRotateSnap" It works mainly in turntable mode (this is the_right one for architecture modeling, right? ,)) This sould be wery handfull feature, but no software i have ever seen is able to do this. Imagine: you are rotaiting your model on your screen, and checking relationships between objects. when you are very close to front view, (you want to check some parallel lines) press ctrl and voila your eyecamera catch exact front view! Release ctrl, rotate more right, when you are close to right view (1-) use ctrl again to jump into exact right view. It is quick efficient way, which saves many widow switching and eye-searching. imho.
  
== == Work in Progress
+
== Work in Progress ==
* GLSL na modelagem em 3D view Apricot ramo
+
* GLSL in 3D modeling view in Apricot branch
* A ferramenta da Secção - uma ferramenta para "cortar" com os edifícios: Procure uma secção "script" em [[Scripts Tools #]]
+
* Section tool - a tool to "cut" through the buildings: Look a the "Section" script in [[Scripts#Tools]]
* High Fidelity motor de renderização (aka Maxwell, Yafray, Povray, Sunflow ..): custom Blender constrói para Povray, Kerkythea ... Blender renderizador externo API. GSoC 2007
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* High Fidelity Rendering engine (aka Maxwell, Yafray, Povray, Sunflow..) : Blender custom builds for Povray, Kerkythea... Blender external renderer API. GSoC 2007
* Modelagem paramétrica: http://yorik.orgfree.com/tutorials/parametricobjects-blender.html
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* Parametric modeling : http://yorik.orgfree.com/tutorials/parametricobjects-blender.html
* [Http://sites.google.com/a/ckbrd.de/blender---nurbs/ modelagem NURBS: realização do GSoC (90% concluído) planejada por meio de uma angariação de fundos por um desenvolvedor experiente liquidificador mentor Emmanuel Stone ( desenvolvedor original)]
+
* [http://sites.google.com/a/ckbrd.de/blender---nurbs/ NURBS modeling : completion of the GSoC (90% finished) planned through a fundraising by an experienced blender developer mentored by Emmanuel Stone (original developer)]
* [Barra de ferramentas personalizada http://wiki.blender.org/index.php/BlenderDev/CustomToolbar]
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* [http://wiki.blender.org/index.php/BlenderDev/CustomToolbar Custom toolbar]
* [Http://cad4arch.com/cadtools/ CAD-tools]: uma suíte de produtividade CAD para Blender 2,49 (10,2009 migius)
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* [http://cad4arch.com/cadtools/ CAD-tools]: a CAD productivity suite for Blender 2.49 (10.2009 migius)
* [Http://cad4arch.com/archtools/ ARCH-tools]: object-oriented criador / editor de modelos de arquitectura para o Blender 2,49 (10,2009 migius)
+
* [http://cad4arch.com/archtools/ ARCH-tools]: object-oriented creator/editor for architectural models for Blender 2.49 (10.2009 migius)
  
Você pode acompanhar developement Blender lendo teses de mailing lists:
+
You can follow Blender developement by reading theses mailing lists:
* [Http://projects.blender.org/pipermail/bf-blender-cvs/ Commitements ao CVS com logs eo changelog]
+
* [http://projects.blender.org/pipermail/bf-blender-cvs/ Commitements to CVS with logs and changelog]
* [Http://projects.blender.org/pipermail/bf-committers/ discussões entre programadores Blender]
+
* [http://projects.blender.org/pipermail/bf-committers/ Discussions between Blender coders]
  
Feito == ==
+
== Done ==
* Bicarbonato de Textura: [http://www.blender.org/development/release-logs/blender-243/render-baking/ acrescentado em 2,43]
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* Texture baking : [http://www.blender.org/development/release-logs/blender-243/render-baking/ added in 2.43]
* Snap no modo de edição: [http://www.blender.org/development/release-logs/blender-243/transform-snap/ acrescentado em 2,43] e 2,44
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* Snap in edit mode : [http://www.blender.org/development/release-logs/blender-243/transform-snap/ added in 2.43] and 2.44
* Outliner onde você pode escolher qual o objeto para ver, processar, modificar: adicionado em 2,43
+
* Outliner where you can choose which object to see, render, modify : added in 2.43
* Trabalhar em conjunto: Verse (na fonte, não em compilações), objeto de proxy (2,43), append.
+
* Working together : Verse (in source, not in builds) , proxy object (2.43), append.
* [Bills http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser de materiais navegador] em 2,45
+
* [http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser Bills of materials browser] in 2.45
* [Http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/ reflexões Brilhante], em 2,45
+
* [http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/ Glossy reflections] in 2.45
* [Http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/ Soft raytraced sombras] em 2,45
+
* [http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/ Soft raytraced shadows] in 2.45
* [Http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ aproximado AO] para efeito de radiosidade rápido em 2,45
+
* [http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ Approximate AO] for fast radiosity effect in 2.45
* Snap entre objetos em 2,45
+
* Snap between objects in 2.45
* [Http://blenderartists.org/forum/showthread.php?t=84319 Nova DXF Importador] em 2,46
+
* [http://blenderartists.org/forum/showthread.php?t=84319 New DXF Importer] in 2.46
* Custom transformar em orientações 2,46
+
* Custom transform orientations in 2.46
* Snap to arestas e faces de 2,47
+
* Snap to edges and faces in 2.47
* [Http://blenderartists.org/forum/showthread.php?t=136439 Nova DXF Exporter] em 2,48
+
* [http://blenderartists.org/forum/showthread.php?t=136439 New DXF Exporter] in 2.48

Revision as of 12:19, 25 March 2010

Here you can find a list of features we would like to see in Blender to improve Architectural workflow:

To do

Interactive rendering enhancements

OpenGl preview of materials and lighting in 3D view

  • non UV Texture display (the flat, cube, sphere, tube buttons in the "map" material panel)
  • procedural textures (for bricks in example)
  • bump, displacement
  • matte shadows
  • glossy
  • feel of GI/ambiant ligthing/occlusion
  • translucidity, transparency
  • mirror

All of that, tight close to Blender rendering settings. This means, non-coders users could use it easily. Material settings used for rendering are translated to draw the 3d viewport material so you don"t need to define material twice, one for rendering and another time for GL previewing.

Example in Truespace:

Truespace GLSL.png

Dimensions

  • Proper units and measurement system, unlimited dimensions of the model.
    • 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.

Snap

  • More clever snapping : snap to midpoint, intersection, normal, extent.
  • selecting and moving of the 3dCursor
  • snapping to 3d cursor in the same way like snapping to vertex works.
  • snapping for loopCut, knife and slideVertices tool
  • create lines (edges) by numerical input (radius, angle, catesian co-ordinates) - this can be combined with face making and extrusion with numerical input to quickly make accurate shapes.

Tools

  • "measure" tool, or even "Dimensions" tool that can add dimensions in plan, elevations, etc.

Parametrics

Some basic Parametric functions would be extremely useful. Some of these could be added as mesh modifiers. The basic premise is that one simple editable part defines a much more complex 3d model (non-visually editable).

  • Column defined by:
    • a single vertex (which provides the base point)
    • height
    • width
    • an x + y offset (so that the column can be either centred on a point, or have a corner on the point),
    • cross section type (square, round, other?)
    • (later) capitals and bases
    • (later) angle of axis
  • Beam defined by:
    • a single edge (which provide the base point, angle (on all planes) and length)
    • height
    • depth
    • a vertical and lateral offset (to define whether the beam is centred or offset)
    • Cross section type (square, round, I-beam, C-beam, Z-beam, etc.)
  • Slab defined by:
    • base plane(s) (preferably an Fgon or something), which provides the shape and size.
    • thickness (positive or negative)
    • thickness type (vertical, perpendicular, vertical to absolute value (flat base plane))

(slabs could also be used for rooves where the base plane(s) can be at an angle

  • Wall defined by:
    • an edge, or polyline (which provides the shape of the bottom of the wall)
    • height
    • thickness
    • lateral offset
    • height-type (relative height from base line, down to absolute value, up to absolute value)

(Down to absolute value is useful for walls topped by angled roofs, where the defining line is drawn at the height of the roof, angled, and the wall drops to the floor level)

more complex, less important

  • hole (through walls, slabs, etc.
  • doors, with height, width, type, opening, reveal, etc
  • windows, similar
  • type modifications for walls, slabs, etc: brick walls, etc.

NURBS

NURBSBlends2.jpg

Others

  • Possibility to set background image to anyhow angeled camera, not only for front, top, and right view..
  • "LayerManager" advanced layer managment. naming, grouping, and unlimited nuber of them (for import issue especially)
  • "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 baking for non UV textured objects
  • When you start rotate 3dview by MMB by accident of for checking puposes, so possibility to break this rotating (probably by RMB) and return view into angle should be very timesaving.
  • another possible improvement for 3dview, which is not necessary, but interesting: "ViewRotateSnap" It works mainly in turntable mode (this is the_right one for architecture modeling, right? ,)) This sould be wery handfull feature, but no software i have ever seen is able to do this. Imagine: you are rotaiting your model on your screen, and checking relationships between objects. when you are very close to front view, (you want to check some parallel lines) press ctrl and voila your eyecamera catch exact front view! Release ctrl, rotate more right, when you are close to right view (1-2°) use ctrl again to jump into exact right view. It is quick efficient way, which saves many widow switching and eye-searching. imho.

Work in Progress

You can follow Blender developement by reading theses mailing lists:

Done