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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