Makes sense, I suppose.  But it sure would be nice to have a global
property that let you force it to display diffuse (or bump or displacement,
etc.) like Override Object Properties does for wireframe, textured, etc.

-Paul



On Thu, Jun 6, 2013 at 4:49 PM, Matt Lind <ml...@carbinestudios.com> wrote:

> 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.****
>
> ** **
>
> ** **
>
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>
> 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...****
>
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>
> 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?
> ****
>
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>
> Is there some sort of visibility setting somewhere that will let you force
> it to always use the texture connected to diffuse?****
>
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>
> 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.****
>
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>
> My shaderballs all display fine, so why can't the viewport?****
>
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>
> 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.****
>
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>
> -Paul****
>
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>

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