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Mango requests

Warning
This list is to be used by Mango artists and developers only to collect features for Mango. Random feature requests by people not involved with the Mango project will be removed.


All feature requests are marked as having Priority-high.png, Priority-medium.png or Priority-low.png importance to complete the project. Though that is only relative, none of these is unimportant.

If you're interested in working on one of these, you can contact brecht@blender.org to help you get started. Some of these are more suitable for people experienced with the Blender code, those requests are marked with Priority-experienced.png. You're still invited to work on such features, but remember that you need to be able to do 80% of the work yourself.

General/UI

  • Priority-medium.png Allow to expand renderlayer/material boxes (at the moment limited to 5 entries?)
  • Priority-medium.png Layer icons: Add CTRL-I shortcut to invert selection, and A or double A for select/deselect
  • Priority-medium.png Allow anim playback start/stop across multiple windows. - Brecht r.47014
  • Priority-medium.png Allow Text blocks to be part of groups for linking

Animation

  • Priority-medium.png Improve colour coding for inactive F-Curves in Editor (at the moment contrast is too low) -- Aligorith (r.45082)
  • Priority-medium.png Add an option to display the start/end frame also in dopesheet and f-curve editor, like it is in timeline. See mockup http://www.pasteall.org/pic/28262
    • NOTE: Current display scheme has advantage of being able to clearly communicate the Preview Range is on; otherwise, there's just the timeline header icon to indicate this, which may be easily missed. -- Aligorith
  • Priority-medium.png In the NLA properties panel (for Start Frame and End Frame counters), change increment step from 0.1 to 1
  • Priority-medium.png Timeline: add option to do not loop after one play
  • Priority-high.png Pose mode/Armature: bring back "Clear User Transforms"
    • Check out the "Reset unkeyed" entry under Pose -> Clear Transform -- Aligorith
      • that one sets it for the selected bones. the old one cleared any user transfroms over the entire rig (hidden bones and unshown layers too). Was like selecting all the bones and then hitting clear transform with one quick hotkey - JezDavo -thanks Campbell!
  • Priority-high.png Linked Proxys: being able to use the same linked group with proxy armature mulitple times in the same scene. (saves duplicating everything in the lib file with group_2, group_3, group_4 etc...)

Dynamics

Cycles

  • Priority-high.png Motion Blur: "Real" Motion blur in the render (and all the renderpasses). And vector blur, if motion blur should be controlled in post.
  • Priority-high.png Speed / Performance tweaks. For example allow different quality settings for different renderlayers. Background objects can be sampled much faster but with less quality.
  • Priority-medium.png Baking in Cycles
  • Priority-medium.png "Happy Shader": Special Shader for compositing. In Ton's words: "A shader that knows it already has been rendered." An object rendered with the happy shader would receive Shadows and Ambient Occlusion, but not affect itself. But the presence of this object would affect the shading of other 3d objects. It will not receive any lighting or diffuse shading. It can, as an option, have a texture (uv-projected footage for example), so that the original footage will show up correctly in reflections and refractions. To make things easier there can be 2 variants of the shader, one that receives shadows and one that receives GI-light. That way there can be 2 passes in compositing, one that is being multiplied, one that is being added. Objects with the happy shader would most likely be rendered on a separate renderlayer. Because of that I could even think of a "happy renderlayer". Everything that is on the happy renderlayer will be rendered as described above. (that way there can be a special renderlayer with happy renderoptions. Would be handy to control the rendering for compositing without having to go to shader level.


Motion Tracking

  • Priority-medium.png Solver Contraints. Especially important for object tracking in order to avoid flipping of orientation. Also handy to tweak solutions.
  • Priority-medium.png Orientation Constraints. Orient cameras to known 3d points so that they stick to this orientation even after re-solving.
  • Priority-low.png Tripod solving

Masking

  • Priority-high.png Is a priority in itself.

Compositing

  • Priority-high.png Better keying.
  • Priority-high.png RAM Preview. Be able to cache a certain amount of frames of one viewer-node, either in RAM or hard-drive. To make things faster maybe with a global resolution setting? A lot of effects are based on changes over time so being able to easily preview them without a full render is important.
  • Priority-medium.png Cache. Avoid the full composite if only certain nodes at the end of a node tree are being changed. An automatic way of caching would be cool, but can also be like a cache-node that you drag at a certain point in the tree.
  • Priority-low.png Layout improvements: Have custom colors for nodes (header). Improve usability for tray. Big Labels in the tray. Noodle to Viewer Node and Composite maybe as dashed line? (to avoid confusion with other noodles)


Grading

  • Priority-high.png Implement OCIO, make use of LUTs possible
  • Priority-medium.png Make Curve Points of RGB Curve node accessible to user, make it scriptable, enable reversing of curves.