Modifier Rework: Simple Deform
The simple deform modifier is to complicated. People have to watch tutorials to understand it.
Most of the times you habe to use an empty to get it work the way you want. Other graphic suites like C4D handles this way better.
5 Comments
Kind of funny it is called simple deform. IMO deform modifiers should by default have some internal pivot / center / origin instead of resorting to using some external object like an empty. And for example bend feels really limited, seems like it is only possible to limit bend radius smaller so that it always bends from the same location, you can't move the start of the bend higher, if you make a bent pipe/tube for example... or it works in so strange way that I haven't figured it out.
Several people have shared geometry node groups that do lots of different deformations more similarly to how they are in Maya, Max, and C4D
Unfortunately, at this point a beginner needs tutorials to learn how to import and use geometry node groups. Something as basic as bending an object should be as simple a selecting the object and clicking a button. If it's geometry nodes under the hood, that's great.
Fiddling with geometry nodes should not be a solution for basic deformation operations. Lack of easy to use modifiers should be fixed by fixing the modifiers, so that those have better usability / UX and the modifiers should have missing basic features added.
Modifiers are all frozen until they can be replaced with geometry nodes. There will be no additions or changes. Ever.