Ah ha!  That's what I wanted - Use specific Image/UV pair.

But yeah I agree, the viewport needs a lot of attention.

Thanks!

Paul



On Thu, Jun 6, 2013 at 3:40 PM, Eric Turman <i.anima...@gmail.com> wrote:

> well, you can always go to the OGL tab of your material PPG and check "Use
> specific image/UV pair."
>
> But I agree, I too wish it just used the diffuse by default.
>
>
> On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> This has been something that's annoyed me for a while & maybe it's one of
>> those RTFM moments, but...
>>
>> If you have a material that has some textures plugged into your diffuse
>> and a B&W image plugged in to control something like transparency, why on
>> earth does Softimage always choose to display the B&W image in the viewport?
>>
>> Is there some sort of visibility setting somewhere that will let you
>> force it to always use the texture connected to diffuse?
>>
>> I get the same problem with displacement maps as well.  Rather than
>> displaying my diffuse, if I'm using displacements that's what I see in the
>> viewport.
>>
>> My shaderballs all display fine, so why can't the viewport?
>>
>> Sorry - I'm just working on a print render at the moment where I have
>> around 5 different packages that all look the same because I can't actually
>> see the designs in my viewport.
>>
>> -Paul
>>
>>
>>
>
>
> --
>
>
>
>
> -=T=-
>

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