Many things under the hood of Softimage operate on the 'most recently created' principle. That is, what cluster is seen, which clusterproperty to use (vertex color, texture projection, user normals, ....) tends to default to the most recently created property. If you applied your BW image last, then that's probably why it is displayed in the viewports.
Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Thursday, June 06, 2013 12:27 PM To: softimage@listproc.autodesk.com Subject: B&W images for masks - so annoying 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