I make a habbit of setting it to use specific image via the ppg as early as possible since I tend to drag and drop and replace texture files. A feature to have openGL point to the diffuse by default seems like a good feature for sure.

On 6/6/2013 7:17 PM, Raffaele Fragapane wrote:
That's because of what Matt has outlined. Soft has to make an arbitrary call when there are several equally weighted things it can display, and that call is usually LIFO (last in first out).

You can override it by choosing the pairing (also mentioned), or you could want to ask Soft changes the behaviour to have a priority list in what to display (dodgy, can't please everyone).

Ultimately going back on the decision of sticking to the older, crappy HQ viewport and actually implementing support for the MAX DX11 ubershader like Maya did might make a lot of (windows) users happier in general. Until then you have to either force the pairing if you know you will be working with a preferred channel most of the time, or dance the disconnection dance if you want to quickly hop back and forth between maps from the rendertree instead of from a PPG (it might some time require a keyframe or a change of frame or something similar in my experience, as that LIFO behaviour seems to occasionally get overriden by some internal persistency or similar, and won't work 100% of the time).


On Fri, Jun 7, 2013 at 9:46 AM, Matt Morris <matt...@gmail.com <mailto:matt...@gmail.com>> wrote:

    Sometimes a simple disconnect diffuse shader branch and reconnect
    switches it for me. I agree though, annoying behaviour.


    On 6 June 2013 22:13, Paul Griswold
    <pgrisw...@fusiondigitalproductions.com
    <mailto:pgrisw...@fusiondigitalproductions.com>> wrote:

        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 <mailto: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>
            [mailto: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
            <mailto: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





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