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.**** > > ** ** > > ** ** > > ** ** > > 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**** > > ** ** > > ** ** >