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/>

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