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	<title>
	Comments on: How you improve Blender Freestyle?	</title>
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	<link>https://blendernpr.org/how-you-improve-blender-freestyle/</link>
	<description>Dedicated to Non-Photorealistic and Expressive Rendering</description>
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		<title>
		By: OliverTwist		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-236</link>

		<dc:creator><![CDATA[OliverTwist]]></dc:creator>
		<pubDate>Sat, 26 Jul 2014 17:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-236</guid>

					<description><![CDATA[In my opinion the most important improvement would be a possibilty to use different line settings for different materials. Maybe the freestyle line set and stroke set should be placed in the material properties windows. So every user could easyly, link, unlink or exclude line set ups. The internal render is cool for freesyle. the usage of panoramic cams and an svg-export also would be great. But any implemenation to using different linesets for different materials would be really important. I am not a coder and maybe the RAM couldn`t deal with the data amount... .]]></description>
			<content:encoded><![CDATA[<p>In my opinion the most important improvement would be a possibilty to use different line settings for different materials. Maybe the freestyle line set and stroke set should be placed in the material properties windows. So every user could easyly, link, unlink or exclude line set ups. The internal render is cool for freesyle. the usage of panoramic cams and an svg-export also would be great. But any implemenation to using different linesets for different materials would be really important. I am not a coder and maybe the RAM couldn`t deal with the data amount&#8230; .</p>
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		<title>
		By: thejikz		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-155</link>

		<dc:creator><![CDATA[thejikz]]></dc:creator>
		<pubDate>Sun, 19 May 2013 17:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-155</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/how-you-improve-blender-freestyle/#comment-154&quot;&gt;Portjos&lt;/a&gt;.

You may be interested here-- http://www.allanbrito.com/category/blender-3d/
Scaling can be done with Blender, but making Prints (plotting) may be very tricky.
You can do text and dimensions, but it needs a lot of work to make standardized IMO

Multiple views on page can be done via compositor. 

Blender would need major work to do what you (we) want as far as traditional CAD is concerned. Freestyle will be helpful for mainly visualization, but is not necessarily optimal for &quot;Industry Standard&quot; Drawings. 

I would like to see blender get more features, but in the mean time-- I use DraftSight &#060;-- not open source, but FREEEEEE!
http://www.3ds.com/products/draftsight/free-cad-software/]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/how-you-improve-blender-freestyle/#comment-154">Portjos</a>.</p>
<p>You may be interested here&#8211; <a href="http://www.allanbrito.com/category/blender-3d/" rel="nofollow ugc">http://www.allanbrito.com/category/blender-3d/</a><br />
Scaling can be done with Blender, but making Prints (plotting) may be very tricky.<br />
You can do text and dimensions, but it needs a lot of work to make standardized IMO</p>
<p>Multiple views on page can be done via compositor. </p>
<p>Blender would need major work to do what you (we) want as far as traditional CAD is concerned. Freestyle will be helpful for mainly visualization, but is not necessarily optimal for &#8220;Industry Standard&#8221; Drawings. </p>
<p>I would like to see blender get more features, but in the mean time&#8211; I use DraftSight &lt;&#8211; not open source, but FREEEEEE!<br />
<a href="http://www.3ds.com/products/draftsight/free-cad-software/" rel="nofollow ugc">http://www.3ds.com/products/draftsight/free-cad-software/</a></p>
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		<item>
		<title>
		By: Portjos		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-154</link>

		<dc:creator><![CDATA[Portjos]]></dc:creator>
		<pubDate>Sun, 19 May 2013 12:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-154</guid>

					<description><![CDATA[I was reading on blenders website that freestyle can be used for architectural visualisation. I&#039;m an architect and blender would solve all my blender problems if only I could just use it for creating 2D drawings (I prefer not to use the dxf plugin, which never seems to work), which is why I&#039;m so hopeful about Freestyle. However, forgive me if I&#039;m ignorant in what freestyle can do, but for an architect to use it they would still need the following basic things (in order of importance): 
1. To be able to make sure drawings are to scale. 
2. To be able to add text and dimensions (and lines)
3. To be able to put multiple views on the page. 
Hopefully someone recognises the opportunity here to accommodate a huge group of people that are dying to use blender!!]]></description>
			<content:encoded><![CDATA[<p>I was reading on blenders website that freestyle can be used for architectural visualisation. I&#8217;m an architect and blender would solve all my blender problems if only I could just use it for creating 2D drawings (I prefer not to use the dxf plugin, which never seems to work), which is why I&#8217;m so hopeful about Freestyle. However, forgive me if I&#8217;m ignorant in what freestyle can do, but for an architect to use it they would still need the following basic things (in order of importance):<br />
1. To be able to make sure drawings are to scale.<br />
2. To be able to add text and dimensions (and lines)<br />
3. To be able to put multiple views on the page.<br />
Hopefully someone recognises the opportunity here to accommodate a huge group of people that are dying to use blender!!</p>
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		<title>
		By: RemoteCrab131		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-66</link>

		<dc:creator><![CDATA[RemoteCrab131]]></dc:creator>
		<pubDate>Mon, 08 Oct 2012 02:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-66</guid>

					<description><![CDATA[It would be awsome if the lines could work with transparent materials/textures.
I use Ztransparency with alpha maps and nodes on my car model, but it never worked out perfectly after 2 weeks of trying.
car model pictures here:
http://sdrv.ms/N516BJ
PS:
is it possible to set line styles inside the material tab, so this way each material can have a different line style?  maybe still need the global line style for everything that does not have a material...
I think that using a material tab to determine the line style is more easier and more functional than what it is now.. but they both have their advantages.]]></description>
			<content:encoded><![CDATA[<p>It would be awsome if the lines could work with transparent materials/textures.<br />
I use Ztransparency with alpha maps and nodes on my car model, but it never worked out perfectly after 2 weeks of trying.<br />
car model pictures here:<br />
<a href="http://sdrv.ms/N516BJ" rel="nofollow ugc">http://sdrv.ms/N516BJ</a><br />
PS:<br />
is it possible to set line styles inside the material tab, so this way each material can have a different line style?  maybe still need the global line style for everything that does not have a material&#8230;<br />
I think that using a material tab to determine the line style is more easier and more functional than what it is now.. but they both have their advantages.</p>
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		<item>
		<title>
		By: thejikz		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-55</link>

		<dc:creator><![CDATA[thejikz]]></dc:creator>
		<pubDate>Tue, 31 Jul 2012 18:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-55</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/how-you-improve-blender-freestyle/#comment-54&quot;&gt;Folkert de Vries&lt;/a&gt;.

You are right, I suppose it would be a back burner item for when Freestyle is stabilized. I envision a button in the Freestyle render options to &quot;Import&quot; and a button to &quot;Export&quot; settings. The problem would be backward compatibility if freestyle changes a lot, so I could see this as a headache, but it would be rather convenient!! ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/how-you-improve-blender-freestyle/#comment-54">Folkert de Vries</a>.</p>
<p>You are right, I suppose it would be a back burner item for when Freestyle is stabilized. I envision a button in the Freestyle render options to &#8220;Import&#8221; and a button to &#8220;Export&#8221; settings. The problem would be backward compatibility if freestyle changes a lot, so I could see this as a headache, but it would be rather convenient!! </p>
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		<item>
		<title>
		By: Folkert de Vries		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-54</link>

		<dc:creator><![CDATA[Folkert de Vries]]></dc:creator>
		<pubDate>Sun, 29 Jul 2012 18:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-54</guid>

					<description><![CDATA[@  jikz  thought about that, but main dev&#039;s want the freestyle python api to be less c/c++ -ish and more pythonic. therefore i guess the python api will undergo quite some change still, making a script saving the paramater settings very time consuming to maintain, for now atleast.
the idea is very good though.]]></description>
			<content:encoded><![CDATA[<p>@  jikz  thought about that, but main dev&#8217;s want the freestyle python api to be less c/c++ -ish and more pythonic. therefore i guess the python api will undergo quite some change still, making a script saving the paramater settings very time consuming to maintain, for now atleast.<br />
the idea is very good though.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: thejikz		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-52</link>

		<dc:creator><![CDATA[thejikz]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 21:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-52</guid>

					<description><![CDATA[I think it would be nice to have about 10 presets packaged with Freestyle. They would have to be fairly bullet proof settings. Things that are like the some of the scripts-- Japan Big Brush, and then a solid style that could emulate blenders own &quot;edge&quot; setting. A hidden line with dotted lines, etc. this would give frustrated beginners something to work off of. It would be nice if there was a way to output parameter settings to a CSV of txt file or something so that it would be easier to export/import those settings for other users to use, rather than sharing an entire .blend file. ]]></description>
			<content:encoded><![CDATA[<p>I think it would be nice to have about 10 presets packaged with Freestyle. They would have to be fairly bullet proof settings. Things that are like the some of the scripts&#8211; Japan Big Brush, and then a solid style that could emulate blenders own &#8220;edge&#8221; setting. A hidden line with dotted lines, etc. this would give frustrated beginners something to work off of. It would be nice if there was a way to output parameter settings to a CSV of txt file or something so that it would be easier to export/import those settings for other users to use, rather than sharing an entire .blend file. </p>
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		<item>
		<title>
		By: Gman		</title>
		<link>https://blendernpr.org/how-you-improve-blender-freestyle/#comment-51</link>

		<dc:creator><![CDATA[Gman]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 19:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=828#comment-51</guid>

					<description><![CDATA[&#039;Selection by Vertex Group&#039; or &#039;Selection by UV Island&#039;. If such feature already exists, I have not found it...
I cannot discover any means to assign unique line sets to these items. &#039;Select by Edge Mark&#039; doesn&#039;t really work too well for me.
The reason why I want to do this is so that I can use 1 mesh, 1 material, and use a toon node shader with a texture controlling the colouration. 
I do not want to have to use multiple meshes and materials to accomplish detail contours.  
See attached image.

]]></description>
			<content:encoded><![CDATA[<p>&#8216;Selection by Vertex Group&#8217; or &#8216;Selection by UV Island&#8217;. If such feature already exists, I have not found it&#8230;<br />
I cannot discover any means to assign unique line sets to these items. &#8216;Select by Edge Mark&#8217; doesn&#8217;t really work too well for me.<br />
The reason why I want to do this is so that I can use 1 mesh, 1 material, and use a toon node shader with a texture controlling the colouration.<br />
I do not want to have to use multiple meshes and materials to accomplish detail contours. <br />
See attached image.</p>
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