Fluorescent light tubes (light sources that are long ovals), useful for things like starship running lights, neon, etc.Better yet, convert stamp (or layer) to light source. [Not sure if this is possible, but would essentially make the object invisible and ultra-emissive in the same way that the point light is, drawing color and/or dispersal source based on the stamp or layer]. Would be cool for all sorts of things, city "window" illumination, etcMiddle ground: A "draw-able" intensity controllable light source, maybe built off the capsule or sphere.
I think arbitrarily shaped area light sources tends to make things pretty complicated -- AFAIK it boils down to having to calculate all the intersection tests across the surface of the light source and everything in the scene in order to produce an appropriate penumbra. Any renderer that supports this these days is probably using a variant of path-tracing. Directional lights, spotlights, and point light sources are simplified approximations (hacks), which is why they're able to be used in real-time rendering.
I've asked before.Please, please, please, please, please, please let us scale our brush shapes. Ideally I would use my left hand and pull on an axis 'Y' to scale up my brush, or scale in 'ZX' along two axis. This should also have snapping as an option as well. Nice clean snapped shapes I'd we want.If we could scale our brush shapes. EVERY brush then becomes MANY brushes. If I'm sculpting fingers with a tube type brush, I could scale in Y and have much longer fingers now. Currently I'm limited to uniform scale. With scaling the tip, we could have endless more options with just a single brush shape.Pleeeeeeeeeeeease add this. Please! Every brush could become so much more, and way more useful to boot.
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