RE: redshift materials show gray in viewport
I don't think you have a full grasp of what non-associative means, Sven. A non-associative light is a light which doesn't care about associations. It will illuminate everything in the scene regardless whether objects are associated to it or not. That IS the default behavior of lights in Softimage. Therefore, to show a light by default as 'inclusive' when it's actually non-associative is misleading and poor UI. To not have a parameter setting for non-associative is even worse and why I labeled it horrible because once the light is made associative (regardless of whether it's inclusive or exclusive), how can a user make it non-associative after the fact if you change your mind? You can't. You have to create a new light. An inclusive light is a light which ONLY illuminates objects associated to it. Since no objects are associated to a light when the light is created, and objects are affected by such a light by default, the light is not inclusive and disproves your theory. Using your logic, if all lights were truly inclusive and illuminate all objects by default, then it would require all light associations lists to be fully populated with all objects in the scene at all times, and maintained when objects are added/removed from the scene. Since we can clearly see the light association lists are empty by default, your theory is again disproven. I know this feature very well, Sven. I've written many shaders that have to support it. Contrary to popular belief, light associations are actually a feature of material shaders, not lights. The associative data the user interacts with resides on the lights, but during export of the scene for rendering, the translator rewrites the association data as user data on the object. When the material shader is called, it has the responsibility of looking up that user data and deciding whether to honor it or not. That's why many custom/3rd party shaders do not respect light associations (because the shader programmer didn't know he had to do it). Matt Date: Tue, 16 Aug 2016 23:26:32 +0200 From: "Sven Constable" Subject: RE: redshift materials show gray in viewport To: There *are* three values but the third is just not translated. It's non-associative but present. The result however (an obj is illuminated by a light) is the same as associative-inclusive (in semantics this sounds illogical somehow, but it makes sense work wise). A strictly non associative light would be useless until associated, because it would be identical to associative-exclusive, no? The only case a non-associative light would make sense, is a scene where it doesn't exist. I don't'think that can happen. sven -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
OT: Light association WAS: redshift materials show gray in viewport
I made a mistake in wording. An exclusive light in XSI is not the same as a non associated light. There are three states: Associated-inclusive -> default behavior to all obj in a scene -> obj get illuminated or de-illuminated (negative lights) even if not associated. If associated (attribute set) they're only affected by these lights. Associated-exclusive -> objs associated are not affected by lights (attribute set). Not associated -> objs are not affected by a light at all (this is not exposed to the user). Since it doesn't make sense, XSI sets the first state per default. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, August 16, 2016 11:27 PM To: softimage@listproc.autodesk.com Subject: RE: redshift materials show gray in viewport There *are* three values but the third is just not translated. It's non-associative but present. The result however (an obj is illuminated by a light) is the same as associative-inclusive (in semantics this sounds illogical somehow, but it makes sense work wise). A strictly non associative light would be useless until associated, because it would be identical to associative-exclusive, no? The only case a non-associative light would make sense, is a scene where it doesn't exist. I don't'think that can happen. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 16, 2016 10:35 PM To: softimage@listproc.autodesk.com Subject: RE: redshift materials show gray in viewport I strongly disagree Sven. It's horrible and misleading because the parameter's dropdown menu only shows 2 possible values - inclusive or exclusive. But if you check the SDK for both Softimage and mental ray, you'll find there are actually 3 possible values: non-associative, associative-inclusive, and associative-exclusive. associative-Inclusive means only illuminate objects associated to the light associative-Exclusive means only illuminate objects NOT associated to the light. Neither of these settings are the default behavior of a light. A light, by default, attempts to illuminate all objects in the scene which means it's non-associative. So to say a light is inclusive when it's actually non-associative is misleading and poor design. Therefore, the proper UI for the feature should be a 3rd entry in the dropdown called "non associative" and it should be the default value. Only when the user explicitly chooses inclusive or exclusive should the light turn into an associative light and illuminate (or exclude) objects in the scene. That would remove all ambiguity. Matt Date: Tue, 16 Aug 2016 21:48:50 +0200 From: "Sven Constable" Subject: RE: redshift materials show gray in viewport To: "?By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is." I would not call this a horrible and misleading design because it actually helps keeping a scene slim and effective. It makes more sense if you see it as an attribute, that?s not active until propagated to a scene element for a reason. If it would be the other way around (all objects will be accociated to every light per default, it would surely slow down a scene. Let's say big scenes with thousands of objects. Those connections always applied to passes where XSI has to take care of where objects are part of passes/partitions or not. Imagine the same amount of work for lights (and even other connections in a scene). It would multiply the amount of work in the background, for no or very limited reason. So the design is "until a light is not explicitly associated/deassociated to an obj, that connection (attribute) is not set". Therefore all objs are lit by every light per default, what is to be expected. Makes sense to me as an artist and seems to be clever in terms of architecture, don't you think? sven -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
Thanks Mirko and Stephen and Matt! I will try these. On 8/15/2016 11:33 PM, Mirko Jankovic wrote: just to remove this case, did you try assigning proper UV space for texture in image node? I've sen sometimes that happens, mostly when more objects share same material, after assigning proper UV space in node material then it shows fine. Also in open GL settings of material choosing "Use specific image/UV pair" or "Track shader" instead of "Track shader tree" works. ᐧ On Tue, Aug 16, 2016 at 3:41 AM, Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>> wrote: Yes, it renders great. It's only the viewport that isn't showing the colors&textures. I'll hunt around more, thanks! On 8/15/2016 7:39 PM, Stephen Davidson wrote: If you are talking about the viewport and not the render, then it is probably you viewport settings. There are a lot of them. Does it render ok? If so, it is not Redshift. On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>> wrote: Good thought Matt. But in Softimage 2011 it appears to work fine when applying a texture to a Phong, but not when I switch to the redshift material. However, when I remove the material and reapply it in Softimage 2014, I do see the texture after all, so it looks like it is a version issue. On 8/15/2016 5:52 PM, Matt Lind wrote: > If the texture only displays in the viewport when the texture editor is > open, then it means that object doesn't have a texture officially assigned > to it. This is true for all materials/textures, not just redshift. > > I'm not a redshift user, but the symptoms indicate you haven't applied the > material to the object, and therefore the object defaults to using the scene > material. > > > Matt > > > > > Date: Mon, 15 Aug 2016 17:43:51 -0600 > From: Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>> > Subject: redshift materials show gray in viewport > To: "softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>" > > > Hey you Redshift users. I have a question about using redshift with > Softimage 2011's viewport. > > When I apply a redshift shader, the object then shows as gray in the > viewport regardless of the render color. There doesn't appear to be > setting to change that. > > Then adding redshift materials to the eyes make it very hard to see anymore. > > > I notice opening the file in Softimage 2014, the shaders show correctly > (sort of- the color is pretty skewed). So, do I need to upgrade to see > the shaders? > > > And, regardless of the version, the textures don't display unless I open > the texture editor and fiddle with the settings. That seems to wake it > up and it suddenly displays the texture. BUT! As soon as I close the > Texture Editor, the skin turns gray again. I haven't seen this behavior > before. > > Thanks for any help! > Dave G > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail tosoftimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Mirko Jankovic _http://www.cgfolio.com/mirko-jankovic_ __ Need to find freelancers fast? www.cgfolio.com <http://www.cgfolio.com> Need some help with rendering an Redshift project? http://www.gpuoven.com/ -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
RE: redshift materials show gray in viewport
There *are* three values but the third is just not translated. It's non-associative but present. The result however (an obj is illuminated by a light) is the same as associative-inclusive (in semantics this sounds illogical somehow, but it makes sense work wise). A strictly non associative light would be useless until associated, because it would be identical to associative-exclusive, no? The only case a non-associative light would make sense, is a scene where it doesn't exist. I don't'think that can happen. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 16, 2016 10:35 PM To: softimage@listproc.autodesk.com Subject: RE: redshift materials show gray in viewport I strongly disagree Sven. It's horrible and misleading because the parameter's dropdown menu only shows 2 possible values - inclusive or exclusive. But if you check the SDK for both Softimage and mental ray, you'll find there are actually 3 possible values: non-associative, associative-inclusive, and associative-exclusive. associative-Inclusive means only illuminate objects associated to the light associative-Exclusive means only illuminate objects NOT associated to the light. Neither of these settings are the default behavior of a light. A light, by default, attempts to illuminate all objects in the scene which means it's non-associative. So to say a light is inclusive when it's actually non-associative is misleading and poor design. Therefore, the proper UI for the feature should be a 3rd entry in the dropdown called "non associative" and it should be the default value. Only when the user explicitly chooses inclusive or exclusive should the light turn into an associative light and illuminate (or exclude) objects in the scene. That would remove all ambiguity. Matt Date: Tue, 16 Aug 2016 21:48:50 +0200 From: "Sven Constable" Subject: RE: redshift materials show gray in viewport To: "?By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is." I would not call this a horrible and misleading design because it actually helps keeping a scene slim and effective. It makes more sense if you see it as an attribute, that?s not active until propagated to a scene element for a reason. If it would be the other way around (all objects will be accociated to every light per default, it would surely slow down a scene. Let's say big scenes with thousands of objects. Those connections always applied to passes where XSI has to take care of where objects are part of passes/partitions or not. Imagine the same amount of work for lights (and even other connections in a scene). It would multiply the amount of work in the background, for no or very limited reason. So the design is "until a light is not explicitly associated/deassociated to an obj, that connection (attribute) is not set". Therefore all objs are lit by every light per default, what is to be expected. Makes sense to me as an artist and seems to be clever in terms of architecture, don't you think? sven -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
I cannot comment as I've never used Arnold inside of Softimage to witness what you're describing. Matt Date: Tue, 16 Aug 2016 15:12:34 -0500 From: Pierre Schiller Subject: Re: redshift materials show gray in viewport To: softimage@listproc.autodesk.com Matt , while we?re at it (brute force representation UVws), sometimes arnold materials do not show themselves on the Material explorer, is that the reason why? -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
RE: redshift materials show gray in viewport
I strongly disagree Sven. It's horrible and misleading because the parameter's dropdown menu only shows 2 possible values - inclusive or exclusive. But if you check the SDK for both Softimage and mental ray, you'll find there are actually 3 possible values: non-associative, associative-inclusive, and associative-exclusive. associative-Inclusive means only illuminate objects associated to the light associative-Exclusive means only illuminate objects NOT associated to the light. Neither of these settings are the default behavior of a light. A light, by default, attempts to illuminate all objects in the scene which means it's non-associative. So to say a light is inclusive when it's actually non-associative is misleading and poor design. Therefore, the proper UI for the feature should be a 3rd entry in the dropdown called "non associative" and it should be the default value. Only when the user explicitly chooses inclusive or exclusive should the light turn into an associative light and illuminate (or exclude) objects in the scene. That would remove all ambiguity. Matt Date: Tue, 16 Aug 2016 21:48:50 +0200 From: "Sven Constable" Subject: RE: redshift materials show gray in viewport To: "?By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is." I would not call this a horrible and misleading design because it actually helps keeping a scene slim and effective. It makes more sense if you see it as an attribute, that?s not active until propagated to a scene element for a reason. If it would be the other way around (all objects will be accociated to every light per default, it would surely slow down a scene. Let's say big scenes with thousands of objects. Those connections always applied to passes where XSI has to take care of where objects are part of passes/partitions or not. Imagine the same amount of work for lights (and even other connections in a scene). It would multiply the amount of work in the background, for no or very limited reason. So the design is "until a light is not explicitly associated/deassociated to an obj, that connection (attribute) is not set". Therefore all objs are lit by every light per default, what is to be expected. Makes sense to me as an artist and seems to be clever in terms of architecture, don't you think? sven -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
Matt , while we´re at it (brute force representation UVws), sometimes arnold materials do not show themselves on the Material explorer, is that the reason why? On Tue, Aug 16, 2016 at 2:48 PM, Sven Constable wrote: > *"…**By default all lights in the scene are shown to be inclusive, but > they are not actually 'inclusive'. XSI is only showing that as the default > value. You must explicitly click and set the association to inclusive or > exclusive for it to actually kick in and become active. Horrible UI design > as it's misleading, but that's how it is.**"* > > I would not call this a* horrible and misleading design* because it > actually helps keeping a scene slim and effective. It makes more sense if > you see it as an attribute, that’s not active until propagated to a scene > element for a reason. If it would be the other way around (all objects > will be accociated to every light per default, it would surely slow down a > scene. Let's say big scenes with thousands of objects. Those connections > always > applied to passes where XSI has to take care of where objects are part of > passes/partitions or not. Imagine the same amount of work for lights (and > even other connections in a scene). It would multiply the amount of work > in the background, for no or very limited reason. > So the design is "until a light is not explicitly associated/deassociated > to an obj, that connection (attribute) is not set". Therefore all objs > are lit by every light per default, what is to be expected. Makes sense > to me as an artist and seems to be clever in terms of architecture, don't > you think? > > sven > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com ] On > Behalf Of Matt Lind > Sent: Tuesday, August 16, 2016 9:00 PM > To: softimage@listproc.autodesk.com > Subject: Re: redshift materials show gray in viewport > > XSI has a concept called “Instance data”. Instance data is data that is > generically common to all objects for a given parameter, but has unique > values per individual object (or 'instance'). For example, all geometry > have a concept of texture UVW coordinates, but the actual UVW coordinates > are unique per object even if you apply a material with a texture UVW > coordinates property of a specific name already attached to it via an image > > shader. The assigned texture UVW property may appear to be a single > > property, but what is actually happening is XSI is creating a unique copy > for each object with the same name to make it appear as if it’s the same > property applied to all objects. XSI does this so named-based mechanisms > such as overrides can function to affect multiple objects in a sweeping > generic way. > > Somewhere around XSI 7.0 or so, the shading and rendering architecture > received a complete overhaul under the hood. It received another > significant overhaul around Softimage 2011. These updates broke some of > the fall through inheritance users became accustomed to as XSI would often > automatically assign an instance specific data to a parameter to be active > if it were the only property on the object for that parameter value. After > the updates, this courtesy feature broke and often would display the > property in the parameter to make it appear it was assigned, but in reality > it wasn't actually assigned. The user had to explicitly assign the > property by clicking and choosing it in the parameter's dropdown menu. > This primarily affects texture UVW properties, vertex colors, user normals, > and weight maps. > > Best analogy is associative lights in a light's PPG. By default all > lights in the scene are shown to be inclusive, but they are not actually > 'inclusive'. XSI is only showing that as the default value. You must > explicitly click and set the association to inclusive or exclusive for it > to actually kick in and become active. Horrible UI design as it's > misleading, but that's how it is. > > In your case of redshift materials not showing properly in the viewports, > what is likely happening is you are assigning a material, but the instance > specific data is not be explicitly assigned to the object. This usually > happens because your specific instance isn’t *exactly* the same as for > other instances using the same material. The instance data may different > on one or more objects using the material, or it may not exist on all > objects using the material. In some cases, there are other differences > under the hood that are not readily apparent to the user. In any event, to > solve the problem, you must explicitly assign the textu
RE: redshift materials show gray in viewport
"…By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is." I would not call this a horrible and misleading design because it actually helps keeping a scene slim and effective. It makes more sense if you see it as an attribute, that’s not active until propagated to a scene element for a reason. If it would be the other way around (all objects will be accociated to every light per default, it would surely slow down a scene. Let's say big scenes with thousands of objects. Those connections always applied to passes where XSI has to take care of where objects are part of passes/partitions or not. Imagine the same amount of work for lights (and even other connections in a scene). It would multiply the amount of work in the background, for no or very limited reason. So the design is "until a light is not explicitly associated/deassociated to an obj, that connection (attribute) is not set". Therefore all objs are lit by every light per default, what is to be expected. Makes sense to me as an artist and seems to be clever in terms of architecture, don't you think? sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 16, 2016 9:00 PM To: softimage@listproc.autodesk.com Subject: Re: redshift materials show gray in viewport XSI has a concept called “Instance data”. Instance data is data that is generically common to all objects for a given parameter, but has unique values per individual object (or 'instance'). For example, all geometry have a concept of texture UVW coordinates, but the actual UVW coordinates are unique per object even if you apply a material with a texture UVW coordinates property of a specific name already attached to it via an image shader. The assigned texture UVW property may appear to be a single property, but what is actually happening is XSI is creating a unique copy for each object with the same name to make it appear as if it’s the same property applied to all objects. XSI does this so named-based mechanisms such as overrides can function to affect multiple objects in a sweeping generic way. Somewhere around XSI 7.0 or so, the shading and rendering architecture received a complete overhaul under the hood. It received another significant overhaul around Softimage 2011. These updates broke some of the fall through inheritance users became accustomed to as XSI would often automatically assign an instance specific data to a parameter to be active if it were the only property on the object for that parameter value. After the updates, this courtesy feature broke and often would display the property in the parameter to make it appear it was assigned, but in reality it wasn't actually assigned. The user had to explicitly assign the property by clicking and choosing it in the parameter's dropdown menu. This primarily affects texture UVW properties, vertex colors, user normals, and weight maps. Best analogy is associative lights in a light's PPG. By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is. In your case of redshift materials not showing properly in the viewports, what is likely happening is you are assigning a material, but the instance specific data is not be explicitly assigned to the object. This usually happens because your specific instance isn’t *exactly* the same as for other instances using the same material. The instance data may different on one or more objects using the material, or it may not exist on all objects using the material. In some cases, there are other differences under the hood that are not readily apparent to the user. In any event, to solve the problem, you must explicitly assign the texture UVW coordinates to the object by going into the shader/PPG where the texture UVW coordinates are specified and manually click on the menu to assign the property – even if already visible in the menu. when you use the texture editor, XSI brute force assigns a texture property to the shader in use to guarantee a texture appears in the viewports...because what good is a texture editor if you cannot see the texture. When you close the texture editor, this brute force assignment is removed. That's why you experience the behavior you describe. M
Re: redshift materials show gray in viewport
XSI has a concept called “Instance data”. Instance data is data that is generically common to all objects for a given parameter, but has unique values per individual object (or 'instance'). For example, all geometry have a concept of texture UVW coordinates, but the actual UVW coordinates are unique per object even if you apply a material with a texture UVW coordinates property of a specific name already attached to it via an image shader. The assigned texture UVW property may appear to be a single property, but what is actually happening is XSI is creating a unique copy for each object with the same name to make it appear as if it’s the same property applied to all objects. XSI does this so named-based mechanisms such as overrides can function to affect multiple objects in a sweeping generic way. Somewhere around XSI 7.0 or so, the shading and rendering architecture received a complete overhaul under the hood. It received another significant overhaul around Softimage 2011. These updates broke some of the fall through inheritance users became accustomed to as XSI would often automatically assign an instance specific data to a parameter to be active if it were the only property on the object for that parameter value. After the updates, this courtesy feature broke and often would display the property in the parameter to make it appear it was assigned, but in reality it wasn't actually assigned. The user had to explicitly assign the property by clicking and choosing it in the parameter's dropdown menu. This primarily affects texture UVW properties, vertex colors, user normals, and weight maps. Best analogy is associative lights in a light's PPG. By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is. In your case of redshift materials not showing properly in the viewports, what is likely happening is you are assigning a material, but the instance specific data is not be explicitly assigned to the object. This usually happens because your specific instance isn’t *exactly* the same as for other instances using the same material. The instance data may different on one or more objects using the material, or it may not exist on all objects using the material. In some cases, there are other differences under the hood that are not readily apparent to the user. In any event, to solve the problem, you must explicitly assign the texture UVW coordinates to the object by going into the shader/PPG where the texture UVW coordinates are specified and manually click on the menu to assign the property – even if already visible in the menu. when you use the texture editor, XSI brute force assigns a texture property to the shader in use to guarantee a texture appears in the viewports...because what good is a texture editor if you cannot see the texture. When you close the texture editor, this brute force assignment is removed. That's why you experience the behavior you describe. Matt Date: Mon, 15 Aug 2016 18:31:32 -0600 From: Dave Gallagher Softimage Subject: Re: redshift materials show gray in viewport To: softimage@listproc.autodesk.com Good thought Matt. But in Softimage 2011 it appears to work fine when applying a texture to a Phong, but not when I switch to the redshift material. However, when I remove the material and reapply it in Softimage 2014, I do see the texture after all, so it looks like it is a version issue. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
Here is one place to look... http://softimage.wiki.softimage.com/xsidocs/property521.htm If you are using multiple UV sets, the correct one may not be selected for viewing in the viewport Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke <http://www.3danimationmagic.com/> On Tue, Aug 16, 2016 at 1:33 AM Mirko Jankovic wrote: > just to remove this case, did you try assigning proper UV space for > texture in image node? > I've sen sometimes that happens, mostly when more objects share same > material, after assigning proper UV space in node material then it shows > fine. > Also in open GL settings of material choosing "Use specific image/UV pair" > or "Track shader" instead of "Track shader tree" works. > ᐧ > > On Tue, Aug 16, 2016 at 3:41 AM, Dave Gallagher Softimage < > davegsoftimagel...@gmail.com> wrote: > >> Yes, it renders great. It's only the viewport that isn't showing the >> colors&textures. I'll hunt around more, thanks! >> >> >> On 8/15/2016 7:39 PM, Stephen Davidson wrote: >> >> If you are talking about the viewport and not the render, then it is >> probably you viewport settings. There are a lot of them. Does it render >> ok? If so, it is not Redshift. >> >> On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage < >> davegsoftimagel...@gmail.com> wrote: >> >>> >>> Good thought Matt. But in Softimage 2011 it appears to work fine when >>> applying a texture to a Phong, but not when I switch to the redshift >>> material. >>> >>> However, when I remove the material and reapply it in Softimage 2014, I >>> do see the texture after all, so it looks like it is a version issue. >>> >>> On 8/15/2016 5:52 PM, Matt Lind wrote: >>> > If the texture only displays in the viewport when the texture editor is >>> > open, then it means that object doesn't have a texture officially >>> assigned >>> > to it. This is true for all materials/textures, not just redshift. >>> > >>> > I'm not a redshift user, but the symptoms indicate you haven't applied >>> the >>> > material to the object, and therefore the object defaults to using the >>> scene >>> > material. >>> > >>> > >>> > Matt >>> > >>> > >>> > >>> > >>> > Date: Mon, 15 Aug 2016 17:43:51 -0600 >>> > From: Dave Gallagher Softimage >>> > Subject: redshift materials show gray in viewport >>> > To: "softimage@listproc.autodesk.com" >>> > >>> > >>> > Hey you Redshift users. I have a question about using redshift with >>> > Softimage 2011's viewport. >>> > >>> > When I apply a redshift shader, the object then shows as gray in the >>> > viewport regardless of the render color. There doesn't appear to be >>> > setting to change that. >>> > >>> > Then adding redshift materials to the eyes make it very hard to see >>> anymore. >>> > >>> > >>> > I notice opening the file in Softimage 2014, the shaders show correctly >>> > (sort of- the color is pretty skewed). So, do I need to upgrade to see >>> > the shaders? >>> > >>> > >>> > And, regardless of the version, the textures don't display unless I >>> open >>> > the texture editor and fiddle with the settings. That seems to wake it >>> > up and it suddenly displays the texture. BUT! As soon as I close the >>> > Texture Editor, the skin turns gray again. I haven't seen this behavior >>> > before. >>> > >>> > Thanks for any help! >>> > Dave G >>> > >>> > -- >>> > Softimage Mailing List. >>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> -- >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >> "unsubscribe" in the subject, and reply to confirm. >> >> >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Mirko Jankovic > *http://www.cgfolio.com/mirko-jankovic > <http://www.cgfolio.com/mirko-jankovic>* > > Need to find freelancers fast? > www.cgfolio.com > > Need some help with rendering an Redshift project? > http://www.gpuoven.com/ > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
just to remove this case, did you try assigning proper UV space for texture in image node? I've sen sometimes that happens, mostly when more objects share same material, after assigning proper UV space in node material then it shows fine. Also in open GL settings of material choosing "Use specific image/UV pair" or "Track shader" instead of "Track shader tree" works. ᐧ On Tue, Aug 16, 2016 at 3:41 AM, Dave Gallagher Softimage < davegsoftimagel...@gmail.com> wrote: > Yes, it renders great. It's only the viewport that isn't showing the > colors&textures. I'll hunt around more, thanks! > > > On 8/15/2016 7:39 PM, Stephen Davidson wrote: > > If you are talking about the viewport and not the render, then it is > probably you viewport settings. There are a lot of them. Does it render > ok? If so, it is not Redshift. > > On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage < > davegsoftimagel...@gmail.com> wrote: > >> >> Good thought Matt. But in Softimage 2011 it appears to work fine when >> applying a texture to a Phong, but not when I switch to the redshift >> material. >> >> However, when I remove the material and reapply it in Softimage 2014, I >> do see the texture after all, so it looks like it is a version issue. >> >> On 8/15/2016 5:52 PM, Matt Lind wrote: >> > If the texture only displays in the viewport when the texture editor is >> > open, then it means that object doesn't have a texture officially >> assigned >> > to it. This is true for all materials/textures, not just redshift. >> > >> > I'm not a redshift user, but the symptoms indicate you haven't applied >> the >> > material to the object, and therefore the object defaults to using the >> scene >> > material. >> > >> > >> > Matt >> > >> > >> > >> > >> > Date: Mon, 15 Aug 2016 17:43:51 -0600 >> > From: Dave Gallagher Softimage >> > Subject: redshift materials show gray in viewport >> > To: "softimage@listproc.autodesk.com" >> > >> > >> > Hey you Redshift users. I have a question about using redshift with >> > Softimage 2011's viewport. >> > >> > When I apply a redshift shader, the object then shows as gray in the >> > viewport regardless of the render color. There doesn't appear to be >> > setting to change that. >> > >> > Then adding redshift materials to the eyes make it very hard to see >> anymore. >> > >> > >> > I notice opening the file in Softimage 2014, the shaders show correctly >> > (sort of- the color is pretty skewed). So, do I need to upgrade to see >> > the shaders? >> > >> > >> > And, regardless of the version, the textures don't display unless I open >> > the texture editor and fiddle with the settings. That seems to wake it >> > up and it suddenly displays the texture. BUT! As soon as I close the >> > Texture Editor, the skin turns gray again. I haven't seen this behavior >> > before. >> > >> > Thanks for any help! >> > Dave G >> > >> > -- >> > Softimage Mailing List. >> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Mirko Jankovic *http://www.cgfolio.com/mirko-jankovic <http://www.cgfolio.com/mirko-jankovic>* Need to find freelancers fast? www.cgfolio.com Need some help with rendering an Redshift project? http://www.gpuoven.com/ -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
Yes, it renders great. It's only the viewport that isn't showing the colors&textures. I'll hunt around more, thanks! On 8/15/2016 7:39 PM, Stephen Davidson wrote: If you are talking about the viewport and not the render, then it is probably you viewport settings. There are a lot of them. Does it render ok? If so, it is not Redshift. On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>> wrote: Good thought Matt. But in Softimage 2011 it appears to work fine when applying a texture to a Phong, but not when I switch to the redshift material. However, when I remove the material and reapply it in Softimage 2014, I do see the texture after all, so it looks like it is a version issue. On 8/15/2016 5:52 PM, Matt Lind wrote: > If the texture only displays in the viewport when the texture editor is > open, then it means that object doesn't have a texture officially assigned > to it. This is true for all materials/textures, not just redshift. > > I'm not a redshift user, but the symptoms indicate you haven't applied the > material to the object, and therefore the object defaults to using the scene > material. > > > Matt > > > > > Date: Mon, 15 Aug 2016 17:43:51 -0600 > From: Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>> > Subject: redshift materials show gray in viewport > To: "softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>" > > > Hey you Redshift users. I have a question about using redshift with > Softimage 2011's viewport. > > When I apply a redshift shader, the object then shows as gray in the > viewport regardless of the render color. There doesn't appear to be > setting to change that. > > Then adding redshift materials to the eyes make it very hard to see anymore. > > > I notice opening the file in Softimage 2014, the shaders show correctly > (sort of- the color is pretty skewed). So, do I need to upgrade to see > the shaders? > > > And, regardless of the version, the textures don't display unless I open > the texture editor and fiddle with the settings. That seems to wake it > up and it suddenly displays the texture. BUT! As soon as I close the > Texture Editor, the skin turns gray again. I haven't seen this behavior > before. > > Thanks for any help! > Dave G > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
If you are talking about the viewport and not the render, then it is probably you viewport settings. There are a lot of them. Does it render ok? If so, it is not Redshift. On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage < davegsoftimagel...@gmail.com> wrote: > > Good thought Matt. But in Softimage 2011 it appears to work fine when > applying a texture to a Phong, but not when I switch to the redshift > material. > > However, when I remove the material and reapply it in Softimage 2014, I > do see the texture after all, so it looks like it is a version issue. > > On 8/15/2016 5:52 PM, Matt Lind wrote: > > If the texture only displays in the viewport when the texture editor is > > open, then it means that object doesn't have a texture officially > assigned > > to it. This is true for all materials/textures, not just redshift. > > > > I'm not a redshift user, but the symptoms indicate you haven't applied > the > > material to the object, and therefore the object defaults to using the > scene > > material. > > > > > > Matt > > > > > > > > > > Date: Mon, 15 Aug 2016 17:43:51 -0600 > > From: Dave Gallagher Softimage > > Subject: redshift materials show gray in viewport > > To: "softimage@listproc.autodesk.com" > > > > > > Hey you Redshift users. I have a question about using redshift with > > Softimage 2011's viewport. > > > > When I apply a redshift shader, the object then shows as gray in the > > viewport regardless of the render color. There doesn't appear to be > > setting to change that. > > > > Then adding redshift materials to the eyes make it very hard to see > anymore. > > > > > > I notice opening the file in Softimage 2014, the shaders show correctly > > (sort of- the color is pretty skewed). So, do I need to upgrade to see > > the shaders? > > > > > > And, regardless of the version, the textures don't display unless I open > > the texture editor and fiddle with the settings. That seems to wake it > > up and it suddenly displays the texture. BUT! As soon as I close the > > Texture Editor, the skin turns gray again. I haven't seen this behavior > > before. > > > > Thanks for any help! > > Dave G > > > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
Good thought Matt. But in Softimage 2011 it appears to work fine when applying a texture to a Phong, but not when I switch to the redshift material. However, when I remove the material and reapply it in Softimage 2014, I do see the texture after all, so it looks like it is a version issue. On 8/15/2016 5:52 PM, Matt Lind wrote: > If the texture only displays in the viewport when the texture editor is > open, then it means that object doesn't have a texture officially assigned > to it. This is true for all materials/textures, not just redshift. > > I'm not a redshift user, but the symptoms indicate you haven't applied the > material to the object, and therefore the object defaults to using the scene > material. > > > Matt > > > > > Date: Mon, 15 Aug 2016 17:43:51 -0600 > From: Dave Gallagher Softimage > Subject: redshift materials show gray in viewport > To: "softimage@listproc.autodesk.com" > > > Hey you Redshift users. I have a question about using redshift with > Softimage 2011's viewport. > > When I apply a redshift shader, the object then shows as gray in the > viewport regardless of the render color. There doesn't appear to be > setting to change that. > > Then adding redshift materials to the eyes make it very hard to see anymore. > > > I notice opening the file in Softimage 2014, the shaders show correctly > (sort of- the color is pretty skewed). So, do I need to upgrade to see > the shaders? > > > And, regardless of the version, the textures don't display unless I open > the texture editor and fiddle with the settings. That seems to wake it > up and it suddenly displays the texture. BUT! As soon as I close the > Texture Editor, the skin turns gray again. I haven't seen this behavior > before. > > Thanks for any help! > Dave G > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: redshift materials show gray in viewport
If the texture only displays in the viewport when the texture editor is open, then it means that object doesn't have a texture officially assigned to it. This is true for all materials/textures, not just redshift. I'm not a redshift user, but the symptoms indicate you haven't applied the material to the object, and therefore the object defaults to using the scene material. Matt Date: Mon, 15 Aug 2016 17:43:51 -0600 From: Dave Gallagher Softimage Subject: redshift materials show gray in viewport To: "softimage@listproc.autodesk.com" Hey you Redshift users. I have a question about using redshift with Softimage 2011's viewport. When I apply a redshift shader, the object then shows as gray in the viewport regardless of the render color. There doesn't appear to be setting to change that. Then adding redshift materials to the eyes make it very hard to see anymore. I notice opening the file in Softimage 2014, the shaders show correctly (sort of- the color is pretty skewed). So, do I need to upgrade to see the shaders? And, regardless of the version, the textures don't display unless I open the texture editor and fiddle with the settings. That seems to wake it up and it suddenly displays the texture. BUT! As soon as I close the Texture Editor, the skin turns gray again. I haven't seen this behavior before. Thanks for any help! Dave G -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.