1. Aaron Faulkner
  2. Shade 3D
  3. Monday, February 03 2014, 05:52 PM
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This is the list of the community's Shade 3D software requests. Please post replies of requests you would like to see implemented in Shade 3D. I am not an e-Frontier or Mirye employee. This is just my thread of requests that I open up to the community to add to. This list will be updated through edits to the original post.

Poly Modeling Requests
-Vertex Target Weld: Take one vertex, and move/weld it to another vertex. This keeps the position of the targeted vertex unmoved. (a must for optimizing)
Example of a model that target weld would be lovely for optimizing:
https://dl.dropboxusercontent.com/u/74427334/TargetWeldNeeded.jpg
-Deleting edges and vertexes without deleting faces: Keeps the model solid, and streamlines the optimization process by not having to create new faces. I believe in 3ds Max, you press "Ctrl+DEL" to delete edges without deleting faces. Just pressing DEL will delete both edges and faces.
https://dl.dropboxusercontent.com/u/74427334/cylinder2.jpg
-"Connect" (3ds Max) or "Loop Cut and Slide" (Blender): Like "Slash Face on Edge" but controlled by input, so you can place a specified number of lines in the exact center, and then move them from there.
https://dl.dropboxusercontent.com/u/74427334/EdgeLoopSlice.jpg
-Current selection information box: Editable coordinates for selection (eg. vertex placement). Currently, you must know your position, where you want it, and then do the math to figure out how far you want to move it, rather than just inputting the coordinates of where you want it to be.
https://dl.dropboxusercontent.com/u/74427334/vertexCoord.jpg
-"Slash Face on Edge" "Edge Loop Slice": Please make program and manual match commands.
-Rotation option for torus creation. If you make a U 20 V 4 torus, you always have an edge on top, bottom, inside, outside. If we could rotate the torus 45 degrees, then we could have polys on the top, bottom, inside, outside.
https://dl.dropboxusercontent.com/u/74427334/torus.jpg
-Cylinder creation: Currently, mesh cylinders are created with a single face on top and bottom and these need to be rebuilt into quads every time a cylinder is created. On creation, cylinders should have triangles going to the center, and quads to every circle within the face. This, alongside being able to delete edges without deleting faces (see above) would allow for easy quad retopology by just deleting every other edge between the triangles in the center.
https://dl.dropboxusercontent.com/u/74427334/cylinder.jpg
-More selection options: "Grow/Extend Selection" "Shrink/Contract Selection" "Select Nth Pattern" "Select Next Loop" "Select Previous Loop"
-Lathe tool modifier for poly meshes: Modify the mesh to lathed options.
http://i307.photobucket.com/albums/nn310/pipp44/latheTool.jpg

General Modeling Requests
-Multilevel path or surface replicators: If you start nesting replicators one inside another, it ends up getting buggy. Lets say we create a replicator for the branches, and then other replicators for the sub-branches, and then other replicators for the leaves. Trunc/Replicator/branches/replicator/Smaller branches/replicator/leaves This way modelling a couple of geometries you could build a tree.

Materials/Textures/UV Work
-Texture Baking and Node Trees: Chikako "(Id like node tree options too), but Id really like to be able to bake those materials into a texture map that I can then edit in an external program."
-Open Line Seams: The industry's standard face UV is to have an open seam from the top of the forehead down to the back of the neck, and around the neck. Currently not possible with Shade's requirement for closed line seams.
-Displacement Maps: Requesting 16 bit displacement maps. 8 bit maps are too coarse.
-A flow graph for materials.

Animation
-Previous/Next keyframe shadows/onionskin for animation. (see Messiah Studio)
-Return of the old Compo Joint we had with Shade and it's Callisto Renderer.

User Interface
-Customizable parameter/tool options. (see 3ds Max)
-Changing the "Base" color in Preferences/Colors to any color and not only from Black/Grey to White.

Software Requests
-CryENGINE export plugin: CryENGINE requires an export plugin for FBX models to be implemented in their game engine. CE3 is currently limited to 3ds Max, Maya, Blender, and Sketchup. **CE3 is looking to support general FBX files, so this request may be removed**
-GoZ bridge: Interaction with Zbrush.
-Linux version.
-Update license to allow installation on a desktop as well as a laptop, as long as only one is being used at a time, so that we can have Shade on the go.
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Aaron Faulkner Accepted Answer Pending Moderation
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More requests are coming. I lost my list when the old forums went down, and as I remember my requests, I will add them to the list. I just wanted to get something back up, so others could post their requests as well, and we could get this thread back up and running.
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  1. more than a month ago
  2. Shade 3D
  3. # 1
Chikako Hatanaka Accepted Answer Pending Moderation
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My #1 request is texture baking. Shade has a very competent native Shader system (Id like node tree options too), but Id really like to be able to bake those materials into a texture map that I can then edit in an external program.
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  1. more than a month ago
  2. Shade 3D
  3. # 2
Aaron Faulkner Accepted Answer Pending Moderation
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Added
-Connect (3ds Max): Like "Slash Face on Edge" but controlled by input, so you can place a specified number of lines in the exact center, and then move them from there.
-Texture Baking and Node Trees: Chikako "(Id like node tree options too), but Id really like to be able to bake those materials into a texture map that I can then edit in an external program."
-Open Line Seams: The industry's standard face UV is to have an open seam from the top of the forehead down to the back of the neck, and around the neck. Currently not possible with Shade's requirement for closed line seams.
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  1. more than a month ago
  2. Shade 3D
  3. # 3
Tia_Lapis Accepted Answer Pending Moderation
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I add 2 things:
1) a GoZ-bridge
2) support for 16bit displacement maps, the current 8bit are often to coarse
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  1. more than a month ago
  2. Shade 3D
  3. # 4
Aaron Faulkner Accepted Answer Pending Moderation
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Added Tia's requests.
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  1. more than a month ago
  2. Shade 3D
  3. # 5
Philip Myers Accepted Answer Pending Moderation
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I would like to request 2 additions.

1/ An info box, (it is in most other 3D programmes)

The idea is you click on a Mesh, Vertex, Edge, Face etc: and in the box you get all the information about the selected item
The size if its a mesh, or face, the length if its a line, and its X,Y,Z coordinates, and you can then enter information to make precise changes.
So as in request 2, an example would be, you could add an Edge to a mesh go into the Info box and type in the coordinates, into either the X,Y or Z boxes and put the Edge exactly where you want it.

2/ The ability to add Edges, Points, and or intersections at the midpoint of a mesh.
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  1. more than a month ago
  2. Shade 3D
  3. # 6
Philip Myers Accepted Answer Pending Moderation
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Another Request.

Change the name in the Programme Modify - Mesh - Other - Slash Face on Edge
to what is in the manual Modify - Mesh - Other - Edge Loop Slice

Once we have added the Loop Slice that it is still "Live" so if wanted it could be "Moved or Scaled" or whatever until you hit the Enter button to finish the command.
Also can we have a similar option as in the "Bevel" tool where we have the option to add more Slices by either rolling the Mouse Wheel, or the cross hairs as in the "Bevel" tool.
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  1. more than a month ago
  2. Shade 3D
  3. # 7
Aaron Faulkner Accepted Answer Pending Moderation
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I wish my old thread could have been saved from the old forums. =\ I had requests like these. Thanks for the reminders, and the new requests! Adding them to OP.
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  1. more than a month ago
  2. Shade 3D
  3. # 8
Aaron Faulkner Accepted Answer Pending Moderation
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Request #2 was already there:
-Connect (3ds Max): Like "Slash Face on Edge" but controlled by input, so you can place a specified number of lines in the exact center, and then move them from there.
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  1. more than a month ago
  2. Shade 3D
  3. # 9
Aaron Faulkner Accepted Answer Pending Moderation
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For now, to help you out, Philip:
At the bottom of the Figure Window you'll find coordinate information. If you make your selection and hover over your selection, it will give you the coordinate information of your selection. You can then choose transform, and enter in your exact changes required in the "Tool Parameters" window. It takes a little math, but not too difficult. Ran into this same problem when trying to line up snow with some rocks.
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  1. more than a month ago
  2. Shade 3D
  3. # 10
Philip Myers Accepted Answer Pending Moderation
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Aaron Faulkner wrote:

For now, to help you out, Philip:
At the bottom of the Figure Window you'll find coordinate information. If you make your selection and hover over your selection, it will give you the coordinate information of your selection. You can then choose transform, and enter in your exact changes required in the "Tool Parameters" window. It takes a little math, but not too difficult. Ran into this same problem when trying to line up snow with some rocks.


Hey Aaron,
At the moment I am struggling with request #2, I don't know how to put in the input as you described.

I have seen the coordinate system at the bottom of the window, but again am struggling a little to understand how to read the coordinate system, which means I again don't know how to input information to translate an edge or point,
But,
that could also be that I am still new to the programme and am still finding my feet.

I also do have a couple more programme requests but need to make sure they are not already in the programme and that I haven't drilled deep enough down to find them or they carry a different name.

Could sure do with some more tutorials.
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  1. more than a month ago
  2. Shade 3D
  3. # 11
Gabriel de la Cruz Accepted Answer Pending Moderation
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Hi, I am quite new using the software, so I am not completely sure if some of those features already exist... but those are a few ideas:

1) A network editor for the materials, where different nodes could be connected to each other graphically.

2) A method for connecting whatever property to whatever property, for example the numerical value of a light such as "intensity", to the numerical value of a slider.

3) A customizable property editor were we could list settings belonging to different elements. For example an animator could list the intensity slider of 2 lights, the rotation value of some sliders, the scale of another object... the idea is to be able to put all the important settings to animate in a single list. this would be great for making rigs and other complex constructions, so the main functions can be operated from the same place.

4) Onionskin for animation. so you can see the previous and the next keyframe (with the possibility to choose what range of frames to display). As well a siluet mode (pure 2 color black and white display) helps a loot animating. I suggest taking a look at messiah studio for ideas how to improve the animation section.

5) Then if the developers want to get ideas how to add new features to the program I would improve the way how replicators work when they are nested and try to emulate the functionality of Xfrog. The replicators are almost capable of achieving same type of modeling, so I do think that with very little effort Shade could become an excellent plant modeler.
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  1. more than a month ago
  2. Shade 3D
  3. # 12
Philip Myers Accepted Answer Pending Moderation
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I'd like to request a tool similar to the "Lathe Tool" I found in Truespace, I think it would be a great addition to Shade 3D

It could be called "Bend Tool" or something similar, It may already be in Shade but I haven't come across it yet.

The tool would work like this.

Bring in a Mesh > Select a Face > Select the "Bend Tool" - in the middle of the selected face you get an arc with points on it, also a Tool Parameters box pops up so you can enter values they would be, these are taken from the "Lathe Tool" in Truespace.

Segments = The number of divisions in the bend
Angle = The angle you want the bend to finis at (90 degrees for a right angle bend)
Radius = The Radius of the bend
Rotation = The angle around the face you want the bend to perform (a choice of 360 degrees)
Helix = An option to create a Helix as in a screw thread..


This tool would be ideal if you were modelling something like a refinery with pipes that you would like to follow certain contours.
At the moment the only way I can see to create a bend in say a Cylinder is to select a face > Extrude that face a little > then select Rotate > then back to Extrude then Rotate and so on so you get a good looking bend.

Thanks
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  1. more than a month ago
  2. Shade 3D
  3. # 13
Aaron Faulkner Accepted Answer Pending Moderation
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Philip Myers: Check out these tutorials from Larry Bolch, and see if this helps.
http://www.larry-bolch.com/shade/taper/index.htm
http://www.larry-bolch.com/shade/helmet/index2.htm (halfway down the page, "Sweep Circle";)

I keep his tutorials bookmarked.
http://www.larry-bolch.com/shade/tutorials.htm
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  1. more than a month ago
  2. Shade 3D
  3. # 14
Aaron Faulkner Accepted Answer Pending Moderation
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1) A network editor for the materials, where different nodes could be connected to each other graphically.

-A flow graph for materials.

2) A method for connecting whatever property to whatever property, for example the numerical value of a light such as "intensity", to the numerical value of a slider.

-Customizable parameter/tool options. (see 3ds Max)

3) A customizable property editor were we could list settings belonging to different elements. For example an animator could list the intensity slider of 2 lights, the rotation value of some sliders, the scale of another object... the idea is to be able to put all the important settings to animate in a single list. this would be great for making rigs and other complex constructions, so the main functions can be operated from the same place.

-Customizable parameter/tool options.

4) Onionskin for animation. so you can see the previous and the next keyframe (with the possibility to choose what range of frames to display). As well a siluet mode (pure 2 color black and white display) helps a loot animating. I suggest taking a look at messiah studio for ideas how to improve the animation section.

-Previous/Next keyframe shadows/onionskin for animation. (see Messiah Studio)

5) Then if the developers want to get ideas how to add new features to the program I would improve the way how replicators work when they are nested and try to emulate the functionality of Xfrog. The replicators are almost capable of achieving same type of modeling, so I do think that with very little effort Shade could become an excellent plant modeler.

-Not sure what you mean here. Random transformation copies?
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  1. more than a month ago
  2. Shade 3D
  3. # 15
Aaron Faulkner Accepted Answer Pending Moderation
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Philip Myers wrote:
Hey Aaron,
At the moment I am struggling with request #2, I don't know how to put in the input as you described.

I have seen the coordinate system at the bottom of the window, but again am struggling a little to understand how to read the coordinate system, which means I again don't know how to input information to translate an edge or point,
But,
that could also be that I am still new to the programme and am still finding my feet.

I also do have a couple more programme requests but need to make sure they are not already in the programme and that I haven't drilled deep enough down to find them or they carry a different name.

Could sure do with some more tutorials.


I stand corrected. I don't think it works as I said it did. =\ It will get you close, but not precise. I had better go back and check my snow and rocks...
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  1. more than a month ago
  2. Shade 3D
  3. # 16
Philip Myers Accepted Answer Pending Moderation
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Aaron Faulkner wrote:

Philip Myers: Check out these tutorials from Larry Bolch, and see if this helps.
http://www.larry-bolch.com/shade/taper/index.htm
http://www.larry-bolch.com/shade/helmet/index2.htm (halfway down the page, "Sweep Circle";)

I keep his tutorials bookmarked.
http://www.larry-bolch.com/shade/tutorials.htm


G'day Aaron,

The first one of those tutorials gave me a bit of an idea and I just spent about 1/2 playing with the "Connection" tool. I did achieve some results in getting a right angle bend in a cylinder and a box mesh but it is a bit long winded and very much trial an error with a bit of refining once you have the bend in the mesh.

The process I used was
1/ Create > Surface > either a Rectangle or Cylinder Object.
2/ Copy the Object and "Translate" - Copy - Translate and so on till you get some height (or length)
3/ Copy and Rotate and so on till you have the "bend" angle you want.
4/ Select all the closed line objects > Right Click - Modifier Plugins > Connection
This will give you the "Bend in the object
5/ Select > Convert to Polygon Mesh to then do modelling with the object.

The "Lathe tool" in Truespace option I requested has this done in about 3 mouse clicks and a lot more accurate.
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  1. more than a month ago
  2. Shade 3D
  3. # 17
Gabriel de la Cruz Accepted Answer Pending Moderation
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Hi,
with point 5 I mean multilevel path or surface replicators. If you start nesting replicators one inside another, it ends up getting buggy. Lets say we create a replicator for the branches, and then other replicators for the sub-branches, and then other replicators for the leaves. Trunc/Replicator/branches/replicator/Smaller branches/replicator/leaves This way modelling a couple of geometries you could build a tree.
Shade replicators are great and could be used for generating plants, I guess the developers could just tweack them so they can be nested, because currently they just stop working.

With 2 I mean like Maya's dependency graph, or some script relationship editor, so you could equal the position of the sphere to the intensity value of a light.
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  1. more than a month ago
  2. Shade 3D
  3. # 18
Aaron Faulkner Accepted Answer Pending Moderation
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Just put your request in word for word.

3ds Max has a nice customizable slider option. I figured that might cover it. I know the devs go through the forums, so if they want more info, they'll find it.
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  1. more than a month ago
  2. Shade 3D
  3. # 19
Aaron Faulkner Accepted Answer Pending Moderation
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Updated request info, added cylinder creation request, added screenshots.

For those that make requests, please try to add a screenshot so that they'll know what we're asking for a little easier.
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  1. more than a month ago
  2. Shade 3D
  3. # 20
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