If the render tree window is open and one assigns a new material to the selected object the window does not automatically refresh to show the new material
Not sure if this is intent or not but I often end up changing the wrong material because I expected my new material to be there everything else is perfect jeff -----Original Message----- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Thursday, August 16, 2012 8:42 AM To: softimage@listproc.autodesk.com Subject: Small Annoying Things Hi list, Softimage has one of the slickest interfaces known to man, but nothing's perfect. Let's be nit-picky for a moment... what glitches, small flaws or inconsistencies annoy you most in Softimage? Any SPDL hacks worth doing when SI is installed freshly? This is about polishing, not cool new features (borders are blurry of course). Maybe the new developer team has nothing better to do (ha ha) and feels motivated to do a little mop-up... Here we go: - Render Tree When multiple objects are selected and all share the same Material, the RT should not nag with the message "Update can't be done with two objects selected" and display that Material. (besides, it says "two", even when more are selected) 3ds max can even display multiple shader trees... would this make sense? - Material Manager ...should remember it's layout, expecially the horizontal divider. There's a bug with the text input field of the Shader balls names. It sometimes does not update, and you have to type blindly. After pressing enter it updates, however. - Timeslider When the Range Slider is moved, the timeslider should update with it interactively (does so in Maya). - Project Manager Would be nice if a double-click would open a scene in the list on the right hand side. - Operator Stack A double click on a Construction Mode Marker in the Explorer should activate that mode. Also, highlighting the markers in some way (bold or different color or whatever) would clarify which mode is active in the Stack, besides looking at the dropdown in the menu bar. - Operator Context Menu ... should contain all Commands related to Operators. Now they are strewn across the interface - some are to find in menu Edit > Operator, others in MCP > Edit > Operator. "Collapse Operators" is a good example. Would you go looking for that in the MCP menu? "Freeze" in the menu freezes everything below an operator, not the whole stack. Thus it could be named "Freeze down" or "Freeze all below" or whatever. - Texture Projection Operator Stack The "Texture_Projection_Def" property has buttons "Reset" and "Freeze" - somewhat hidden. Could reside in the Op Stack context menu as well. - Texture Support ... should show parameters GeoX, GeoY, GeoZ by default. This can be fixed with a litte hack of texture.spdl. I see no reason why it should not be possible to set the size of a TS numerically. I need this often. - "Texture_Projection_Def" property Checkboxes U,V,W are off by default. Should be on, because when texture coords are outside the 0,0 - 1,0 range, textures render black, and the head-scratching begins. 3D-Coat AppLink for example shifts UVs around that way. - UI graphics The browse icon (...) besides a path input field tends to draw artifacts when the PPG is resized. Could be graphics driver related (GeForce 460 here). Does one need to go for an expensive Quadro card for this? - Render Region Options > "Use current Pass options" should be on by default. Often enough I have drawn an Render Region, tweaked the render parameters in the Render Manager and wondered why nothing happens... More to come... Thanks for reading! Best regards, Eugen