Hi,
I have a few comments about your ideas. Some vague because the plans around them are vague, some vague because I'm not sure about them but some firm because I know for certain what the story is. I can say everything you've mentioned has been under discussion in recent times.
Quote from: fxsculpt on August 04, 2011, 05:15:19 PM
1. Add checkbox "Render Panorama Image" and "Render Cubic Image" checkbox option. Nice and clear in the render settings directly next to where it says "Render Image" button. Why not? This has got to be one of the primary points to use this application.
We will add panorama generation tools, although not quite sure where that fits on the roadmap at the moment.
Quote
2. Allow imported obj meshes to be shaded continuously as you rotate the camera like normal 3d app. The Terragen primitives do this but imported objects don't and makes alignment and placing cameras so difficult.
The next release will have a smooth shaded object preview mode.
Quote
3. Remove this requirement for the "Raytrace Objects" flag to be OFF for imported meshes to render with displacement nodes. And for this need to have UVs deleted on the imported mesh for the procedural displacements to work (took us weeks to net search to figure this out. Waste of our money and time ). Any imported mesh tri or quad, should just work with any displacement nodes with no tweaks out of the box.
If this was easy we would have done it already. It's a considerable challenge. We will have raytraced displacements but I don't think it's likely before the next major release (i.e. TG3). The tradeoff right now is that the micropolygon renderer can render displacements whereas the raytracer can't but renders at somewhat higher quality and faster. OTOH it's not surprising the raytracer is faster because it's not trying to render displacements!
Would it help you if there was the option to specify the rendering method on a per object basis? For example you might use the micropolygon render for hero objects and the raytracer for everything else.
I'm not really sure what the story is with the UVs, but it sounds like something we could sort out in the near term.
Quote
4. Support cameras from Maya and Max. This current search the net workflow for old forums .mel scripts to export text files, edit them by hand and re-save as a .chan file makes ZERO sense from a user standpoint and makes your company less profitable.
Can't really comment on this but it's certainly on our minds.
Quote
5. Allow population of other objects on imported meshes. Allow the painted shader to work on imported meshes also.
Also things we've talked about and certainly desirable of course. We don't have any firm plans about them at this time, but populations on objects in particular is something which keeps cropping up for me.
Regards,
Jo