Hi guys, I’m still new here, so quit possible some things already were requested-suggested or I just didn’t find them yet but anyway here is my dream list.
Objects manipulating
Object filter - Filtering selectable objects by actor type ( Same as in 3ds max)
Paint selection mode. Selecting models with brush like tool.
Pivot type selection. For rotating and scaling objects locally or in a group- for instance rotating group of actors
together around one common pivot point or locally around they axis, or around last/specifically selected actor.
FFD box for mesh of group of meshes deformation
Mesh element manipulating ( like in the document from ND regarding Uncharted 2 - they had ability to rearrange mesh elements withing one SM instance)
Mesh conform for conforming static meshes on top of terrain or even mesh elements within one SM actor ( with ability preserving Z axis of mesh or using landscape Z axis) This tool will be useful for making fields and forests on distance ( flat mesh or even merged to one mesh backdrop trees crosses), snow coverage.
Spline path for mesh distributing as well ability to controlling scatter meshes distributing ( with ability to link landscape splines as reference actor)
Spline driven decals ( Might help to cover big areas and complicated curvy shapes like arks)
Local grid actor with the character scale reference figure ( human/vehicle with adjustable scale and position, visibility, grid spacing information) Invisible in game, but visible in editing mode, user specified grid planes ( horizontal, vertical, custom angle, position, projected on landscape mesh) , ability to lock actors movement/snapping to activated grid or together with world grid
Grouping actors with ability to save group as blueprint and see groups in Outliner.
Outliner visibility icon for actors with filtering buttons - visible- hidden - both
Rendering
Light Lister for editing lights( including blueprints), grouping, adding to layers.
Scene Lighting presets-states saved to file in package or with the scene ( similar to 3dsmax)
IES parameters for emissive material input - even we have no lighting from emissive, would be nice to control emissive with temperature and physical value on pare with lights values, ideally camera lenses should react corresponding to emissive level. Ability to propagate any new IES data to material editor
Build in IES generator/editor - with values shared between lights and materials.
Particle Lights should have same lengths - roughness settings for particle point light as for regular point lights
Physical camera ( not sure how current one works) Exposure, Dof, MB,Light trails, Lens flares corresponding to “lense” settings and brightness values. For instance anamorphic lens flare should be dependent to camera settings and material emissive value. Or ability to save list of settings as blueprint/preset. Or ability to select between Phys camera mode and Non Physical.
Materials Instance parameters volume - Sort of decal Actor/ Volume. Allows to modify material instances parameters inside this volume. For instance all MI contain some data for reflectance during rain, or data for snow, this volume may activate or change those parameters in run time inside volume space and softly blend to regular settings. outside the volume.
Flow and velocity map generated by landscape mesh for material editor nodes (for streams and other floating effect painted as the layer on landscape)
Landscape normal - node for material editor ( for blending normals between meshes and terrain)
ViewMode
Custom View mode - for highlighting/leaving in view only specific actors/classes in level and ability to specify shading type and tech information/controls on screen. Ideally saved as preset view mode. So every artist/designer/TA can build and save own game view with specifically filtered actors types, shading and tech details for their workflow needs. Tech details-controls could be sort of context sensitive shortcuts, available only for this mode. Ability to have multiple custom view modes.
Cheers
Anton