Blender requests
Years of asking, still waiting.
The fixes and features Blender artists have voted for, argued for and filed again and again, that Blender 5.2 still doesn't have. Angelo is built on Blender and we can change it, so this is the list we're working from. Most of it we're considering; nothing here has a date.
In an Angelo release you can download today.
Decided, and being built or tested. Not in a release yet.
On our list to consider. No promise and no date.
Most asked, not yet delivered.
Ranked by public demand: votes on Blender's Right-Click Select, the size of the threads on projects.blender.org and devtalk, and how often the request was filed again. Every number says what it counts and links to where it came from.
Layered, non-destructive texture painting
A layer stack for materials (paint, fill, procedural and mask layers) instead of hand-built node trees, as in Substance Painter.
Why Texturing in Blender means wiring nodes and juggling images, so many artists texture elsewhere or buy add-ons.
Animation layers
Named, blendable, maskable layers inside an action, as in Maya or MotionBuilder, instead of working around the NLA.
Why Layering corrections over motion capture or a base pass is everyday animation practice, and the NLA is widely seen as dated.
Fast edit mode and undo on heavy scenes
Instant edit-mode entry and fast undo on dense meshes and large scenes.
Why Entering edit mode or undoing on a multi-million-polygon mesh or a big scene stalls the work.
Select through the mesh without X-ray
Box, lasso and circle selection that reach the vertices, edges and faces behind the surface, while the view stays solid.
Why Today the only way is X-ray, which changes what you're looking at. 3ds Max, Maya and Houdini let you select through a solid view, and artists move between them.
Stylized and toon rendering
First-class toon and painterly shading in EEVEE: shadow and light ramps, lines and ink.
Why Anime and stylized studios need it, and building the look from shader tricks is fragile.
Bake every map at once
Bake all PBR channels in one pass, with bake setups saved per object, instead of one map at a time through image nodes.
Why Exporting game-ready texture sets from Blender is slow and easy to get wrong.
CAD-style precision modeling
Dimensions and measurement, numeric constraints, a drawing toolset, NURBS and STEP/IGES import.
Why Architecture, product and hard-surface work needs exact sizes, which Blender serves poorly today.
Tension and stress maps
A built-in attribute or shader input that shows where a deforming mesh stretches or compresses.
Why It drives wrinkles, cloth folds and skin effects.
A UV checker in the viewport
A UV checker or grid overlay that needs no material edits, a stretch heat map in 3D and coloured flipped UVs.
Why Checking an unwrap today means swapping a checker texture into every material.
Render a region over the last render
A render border that updates only its region over the previous full render, and a better render window.
Why Look development loses its context when the rest of the frame goes blank on every iteration.
Parallax occlusion mapping
A parallax occlusion option for cheap depth from height maps, especially in EEVEE.
Why Game engines have it, and it gives depth without dense geometry.
A real group object
An object that holds others and moves them as one, like groups in 3ds Max, Maya or Cinema 4D.
Why Collections can't be transformed, and parenting to an empty is a workaround.
Sculpt layers
Non-destructive sculpt layers with their own strength, like ZBrush layers.
Why Trying a detail, an expression or a fix without committing to it.
A retopology toolset
A dedicated retopology mode with surface-aware snapping, relax and draw-on-surface tools, and better automatic quads.
Why Artists depend on paid add-ons such as RetopoFlow and Quad Remesher.
Edit every selected object at once
Alt-click and Alt-drag that work on every property for all selected objects, including knife, UV maps and modifier settings.
Why Many properties still change only the active object, so the same edit takes a script or many clicks.
Modifiers on collections
One modifier stack on a whole collection or collection instance.
Why Non-destructive effects on a kitbashed group without joining its meshes.
How we ranked it.
We read Blender's own channels: its 2025 user survey; Right-Click Select (RCS in the sources; blender.community, now read-only, so its votes are a record of past demand); the issue tracker and design tasks on projects.blender.org; and devtalk.blender.org. A request stays on the list only if Blender 5.2's release notes and the tracker show it isn't delivered; where Blender has delivered part of it, the entry says what is still missing. We left out requests outside what Angelo takes on, such as touch and Android devices and real-time multi-user editing.
Demand signals aren't directly comparable: a vote, a comment and a duplicate report each mean something different, so the order is a judgement from all of them, not a formula. Numbers were read on 30 October 2026 and will drift.
None of this is a criticism of Blender's developers. Many of these requests wait on a design decision or a small team's time, not on anyone's will, and several have open design tasks. Angelo builds on their work; when Blender ships one of these, we take theirs.
Status. Shipped means it is in an Angelo release you can download. Planned means we've decided to build it. Considering means it's on our list and nothing more: no promise and no date.
Missing one?
If a long-standing Blender request you care about isn't here, tell us where people asked for it. We'll read the thread and add it if the demand is there.