Has someone mentioned a gradient shader with more than 8 color inputs yet? If we can pretend it's a small issue for the purposes of this topic, that.
Nic On Tue, Aug 21, 2012 at 6:49 PM, Matt Lind <ml...@carbinestudios.com> wrote: > What slider issue? > > > > > > -----Original Message----- > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia > Sent: Tuesday, August 21, 2012 4:32 AM > To: softimage@listproc.autodesk.com > Subject: Re: Small Annoying Things > > I meant for the slider issue ;) > > Chris > > On 21 Aug, 2012, at 7:30 PM, "Chris Chia" <chris.c...@autodesk.com> wrote: > > > Hey Szabolcs, > > Look out for the next release... ;) > > > > Chris > > > > On 21 Aug, 2012, at 5:58 PM, "Szabolcs Matefy" <szabol...@crytek.com> > wrote: > > > >> +1 to all comments...seriously...and fix the slider issue with split > >> +edge with ratio > >> > >> -----Original Message----- > >> From: softimage-boun...@listproc.autodesk.com > >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan > >> Kubicek > >> Sent: Monday, August 20, 2012 9:27 PM > >> To: softimage@listproc.autodesk.com > >> Subject: Re: Small Annoying Things > >> > >> In that case it would be cool if the Right-Click Explorer menu would > allow for muting the Operator/Compound if it has a "Mute" Parameter. > >> > >>> I forgot one very important annoying thing: > >>> > >>> 51) ICE Trees should show up in a PPG just like other operators when > using ALT + Enter to inspect object(s). > >>> > >>> Since an ICE Tree can have arbitrary composition of nodes, I would > clarify this as displaying the top level node of an ICE Tree if it's an ICE > Compound with custom UI. > >>> > >>> The main purpose of being able to make an ICE compound is to > encapsulate your work in an easy to manage package. If that package has a > UI for the user to interact with (sliders, checkboxes, ...), it's important > for it to be just as easily accessible as the PPG to other operators when > inspecting via ALT + Enter. A custom ICE modeling tool should not require > a user to dig 10 levels deep into an ICE tree or scene explorer to access a > parameter to tweak. > >>> > >>> Matt > >>> > >>> > >>> > >>> > >>> > >>> > >>> From: softimage-boun...@listproc.autodesk.com > >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen > >>> Sares > >>> Sent: Saturday, August 18, 2012 12:52 AM > >>> To: softimage@listproc.autodesk.com > >>> Subject: Re: Small Annoying Things > >>> > >>> Impressive! > >>> > >>> Generally, for my part, I would love to see SI first and foremost > evolve in this directions: > >>> - extensibility > >>> - customizability > >>> - consolidation (general bugfixing, SDK fixes/cleanups, UI > >>> fixes/cleanups) > >>> > >>> > >>> Am 18.08.2012 05:05, schrieb Matt Lind: > >>> Here's my short list, some dating back to v1.x: > >>> > >>> > >>> > >>> 1) Inspecting a mixer source or mixer clip via the RMB context menu > displays a collapsed PPG that must be manually resized via dragging the > mouse to see it's contents. > >>> > >>> 2) Transfer / Merge Attributes editor found in the Poly.Mesh merge > tool, GATOR, and a host of other tools only shows top two rows in the upper > pane of the dialog and is NOT resizeable. > >>> > >>> 3) Transfer / Merge Attributes editor defaults to pairing up cluster > properties (UVs, vertex color, user normals) by chronological order of > creation instead of by name. > >>> > >>> 4) Updating a mixer source does not update mixer clips pointing to it > from the mixer timeline. > >>> > >>> 5) No easily accessible UI for looking at image sources/clips on a > mixer timeline. Must navigate to the image clip folder in the scene > explorer and know to select the image clip(s) to see anything at all. > Images should be an available option from the mixer. > >>> > >>> 6) No SDK access to Spreadsheet view. > >>> > >>> 7) No option for scaling objects on axes other than local (such as > >>> global, object, or COG) > >>> > >>> 8) Cannot adjust explorer view filter to only show custom properties > or other property type data without showing the rest of the object's > structure. > >>> > >>> 9) Deleting selected object from the scene when in an explorer set to > "selection" scope causes scene explorer to go blank even when it's locked > (auto refresh deactivated). Really? Can't it just maintain the current > view? > >>> > >>> 10) Texture Editor relax tool doesn't relax. > >>> > >>> 11) No place to hide custom userdata that isn't in plain view of the > user. Would be very useful for custom tools. > >>> > >>> 12) No paint UI or ability in SDK to create a useful 3D paint system. > >>> > >>> 13) Performance very bad with many objects in scene regardless of > object complexity. > >>> > >>> 14) No ability to auto update self installing custom properties in a > scene after code changes. > >>> > >>> 15) No falloff icon/manipulator for point lights > >>> > >>> 16) No ability to send events/callbacks to netview for custom tools > >>> to respond (example: on selection change, would like a netview based > >>> tool to respond) > >>> > >>> 17) No ability to preserve work on NURBS Surface when converting to > polygon mesh....other than trivial geometry. > >>> > >>> 18) Realtime shader system overhauls that shows vertical improvement > instead of lateral. > >>> > >>> 19) Lack of UI customization throughout. Makes custom tool > development more difficult than it should be. > >>> > >>> 20) Ability to substitute operators/operator inputs in the > construction history outside of text and curves. > >>> > >>> 21) Ability to read/write the construction history from the SDK other > than a trivial XML dump. What's needed is low level access to operator > inputs/outputs so the operators can be recreated exactly using custom > importers/exporters. Example: the 'movecomponent' operator does not > expose any parameters. Therefore a custom tool which needs to build an > object from a file description cannot recreate the movecomponent operator > on the generated object's stack. > >>> > >>> 22) ASCII file format for all presets, scene files, models, and other > externally referenced data specific to the application. > >>> > >>> 23) A finished NURBS modeling toolset. > >>> > >>> 24) Ability to read / write NURBS data in parameterizations other than > Non-Uniform. > >>> > >>> 25) Ability to get access to a reference model's Delta via the > scripting object model. > >>> > >>> 26) Ability to write to a PointCloud from scripting. Example: apply > color values to the points in the point cloud. > >>> > >>> 27) Ability to duplicate an object contained in a referenced model. > That is, the resulting duplicate should be local to the scene and have no > affiliation with the referenced model from which it was derived. > >>> > >>> 28) Ability to define presets / default values for commonly used tools. > >>> > >>> 29) An Image clip viewer available directly from the viewport menus > which allows panning, zooming, resizing, channel component viewing, etc... > that was written in the last 15 years. > >>> > >>> 30) Tools for selecting subcomponents from samples (eg: uv --> > polygons). Needed outside the texture editor. > >>> > >>> 31) Customizable context menus for tools allowing removal and > rearranging of tools, and allows arbitrary ordering/placement of custom > tools. > >>> > >>> 32) Tear away controls from any toolbar that doesn't require an entire > package of buttons/controls to be torn away with it. Example: I just want > to tear the snapshot button off the FCurve editor toolbar. I don't want > the swap buffer, HLE, and other tools to come with it. > >>> > >>> 33) A toolbar/layout/shelf editor that was built in the last 15 years > and works on drag n' drop and tear away editing principles. Heck, even the > old SI3D dialog editor was more intuitive than the XSI version. > >>> > >>> 34) Ability to put expressions, constraints, and other data types into > mixer sources via the SDK, AND the ability to do so without requiring the > parameters contained in a mixer source to exist in the current scene. > >>> > >>> 35) Why do primitive NURBS circles and squares default to having so > many control points? > >>> > >>> 36) Using any tool which creates a sample clusterproperty (UV, vertex > color, user normals, ...) results in the newly created property being > inserted into the most recently created sample cluster. If you work in a > system which requires clusters to be named (oh, I don't know, like a games > development workflow) you cannot control how data is generated resulting in > a lot of misplaced data breaking stuff. > >>> > >>> 37) Value locks that actually work would be appreciated when used in > referenced models. > >>> > >>> 38) When transforming subcomponents individually in local mode, there > should be a 'center' icon drawn for each subcomponent so the user can see > where each subcomponent will move. > >>> > >>> 39) subcomponents should transform relative to the selection's center > when working in symmetry mode. Example: a character in a T-pose. If a > ring of polygons around the wrist are selected, rotating the polygons when > COG and Local are active should result in the polygons rotating around the > wrist, not the global origin. > >>> > >>> 40) Shadow icon colors should show up in the schematic, scene explorer > and other views. > >>> > >>> 41) There should be an easy way to view the R, G, B, and A channels in > the viewports. Important when working with vertex colors and other > metadata which isn't necessarily used in the traditional context of beauty > pass color. Example: normal maps where the unused blue channel is used for > another purpose. Sometimes we need to see that blue channel on it's own. > >>> > >>> 42) Ability to work on multiple texture projections simultaneously in > the Texture editor without having to lock any. > >>> > >>> 43) No tools available to convert instances to objects and vice-versa. > Same for clones. No tools exist for finding/selecting the masters of an > instance or clone. I've written my own, but it's annoying I have to do so. > >>> > >>> 44) ICE Modeling is restricted to the modeling marker within the > construction history. > >>> > >>> 45) XRay mode is per object. Doesn't take occluded objects into > account for doing useful things like making translucent image planes for > roughing out the modeling or texturing of new assets. > >>> > >>> 46) sliders in the KP / L are lmitied to on/off states and cannot set > to other values. Example: a parameter defined as siFloat with range > [0...1]. In a PPG this shows up as a slider which can be set to any value > in the range, but when this same parameter is edited in the KP / L, the > user is restricted to 0 or 1 as accepted values when dragging the slider. > Must manually type values to get anything inbetween. > >>> > >>> 47) Cannot view an animation layer without the base layer. There are > times users want to only see the upper layers in isolation so they can see > only what has been changed beyond the base layer. > >>> > >>> 48) Snap to texel is missing from 3D snap toolset. > >>> > >>> 49) Proportional modeling settings apply globally, but how the values > are interpreted by tools are different depending on the view which the > feature is used. Example: in the 3d viewports the proportional modeling > settings are defined in SI units, but in the texture editor they're defined > as UV values. The problem is falloff as used in the 3D viewports is > usually on a fairly large scale (several units) as objects are usually > modeled fairly large. But UV editing is usually in range [0....1], so any > proportional modeling adjustment defined for the 3D viewports will have no > effect in the texture editor because the falloff radius will be larger than > the entire UV space which texture editing takes place. Reducing the > falloff to satisfy the texture editor results in the falloff being too > small for use in the 3D viewports. ARGH! > >>> > >>> 50) Anytime those nested layers want to work is fine by us. > Especially with referenced models. > >>> > >>> > >>> > >>> > >>> Matt > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> From: > >>> softimage-boun...@listproc.autodesk.com<mailto:softimage-bounces@lis > >>> tp roc.autodesk.com> > >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul > >>> Griswold > >>> Sent: Friday, August 17, 2012 9:09 AM > >>> To: > >>> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.c > >>> om > >>>> > >>> Subject: Re: Small Annoying Things > >>> > >>> 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 > <mailto: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-boun...@listproc.autodesk.com<mailto:softimage-bounces@lis > >>> tp > >>> roc.autodesk.com> > >>> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-bou > >>> nc e...@listproc.autodesk.com>] On Behalf Of Eugen Sares > >>> Sent: Thursday, August 16, 2012 8:42 AM > >>> To: > >>> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.c > >>> om > >>>> > >>> 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 > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >> > >> > >> -- > >> ------------------------------------------- > >> Stefan Kubicek Co-founder > >> ------------------------------------------- > >> keyvis digital imagery > >> Wehrgasse 9 - GrĂ¼ner Hof > >> 1050 Vienna Austria > >> Phone: +43/699/12614231 > >> --- www.keyvis.at ste...@keyvis.at --- > >> -- This email and its attachments are --confidential and for the > >> recipient only-- > >> > >> > > > -- Technical Pretty Picture Making Person Kettle <http://www.kettlestudio.co.uk/>