Is the new dev team making a list out of this? This list is gold. I'd absolutely love to see this kind of stuff addressed in 2014.
-Paul On Fri, Aug 17, 2012 at 9:56 AM, Eugen Sares <softim...@keyvis.at> wrote: > Am 17.08.2012 15:42, schrieb Jeff McFall: > > 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 >> > > +1 > Even asked VRay support two days ago if this is related to the connection > plugin, but no, it's a SI bug. > > > >> everything else is perfect >> >> jeff >> >> >> -----Original Message----- >> From: >> softimage-bounces@listproc.**autodesk.com<softimage-boun...@listproc.autodesk.com>[mailto: >> softimage-bounces@**listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] >> On Behalf Of Eugen Sares >> Sent: Thursday, August 16, 2012 8:42 AM >> To: softimage@listproc.autodesk.**com <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 >> >> >> >> >> >