Re: Find out if material is locked by Override

2013-06-06 Thread Vladimir Jankijevic
Thanks Matt! I suspected I'll end up there. Crap.




On Wed, Jun 5, 2013 at 4:07 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 What email client are you using, Matt? Looks like it replaced the SDK:
 in front of the thread's subject line with RE:. Silly bug, lol.


 On Wed, Jun 5, 2013 at 1:57 PM, Matt Lind ml...@carbinestudios.comwrote:

 I had to do this not too long ago.  Ugh.

 ** **

 I’ve already reported the problem with formal request for feature to get
 such data.

 ** **

 You can approach it from a few different angles.  In my case I needed to
 write an exporter to dump the scene to a file, plus the override
 information as deltas relative to the default pass to minimize the amount
 of data in the file.

 ** **

 I started in the default pass and built a map recording the material -
 object/cluster relationship to act as a lookup table.  I then iterated
 through the override properties in the other passes to find what was
 overridden.  Each time I encountered an overridden parameter, I did the
 reverse lookup into my map to find the original material assigned to the
 object/cluster and did the ‘diff’ to determine if the overridden
 parameter’s value changed.  If so, it was dumped to file.

 ** **

 The main bottleneck was waiting for Softimage to update the scene when
 switching passes.  Unfortunately that was necessary as the SDK only
 provides override information in the current pass.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir
 Jankijevic
 *Sent:* Wednesday, June 05, 2013 5:32 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* SDK: Find out if material is locked by Override

 ** **

 Hello List,

 ** **

 I thought this would be easy but I didn't find anything in the docs so I
 thought i may ask here if someone has a clever solution for my problem.**
 **

 ** **

 If we create an Override which overrides a parameter on a material,
 Softimage automatically generates a copy of that material in question and
 assigns it to the object which previously had the original material
 applied. Now in the explorer, we can see that the original material has an
 annotation on it saying 'Locked by Override' and the duplicate has one
 saying '(LOCK) Created with Override'. My question is, how can we find
 out that the original material has been locked by an Override within the
 SDK? I tied everything that is known to me with no luck. It seems that the
 automatically generated material has a lock and can be tested for that by
 LockType, isLocked and LockLevel. But the original one shows no sign of
 anything locked going on with it. It even isn't assigned any more and
 UsedBy returns an empty collection. Not even the parameter that got
 overridden is detectable as such. I can't find any connection between the
 original material and it's copy originating from the master material. ***
 *

 Sure, when I can get hold of the duplicate, I can find the original one
 but not the other way around. 

 I would be glad for any suggestions regarding this problem. Otherwise I'm
 going to log this as a Improvement request. 

 ** **

 Thanks guys (and gals :) )

 ** **

 Vladimir


 

 ** **

 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 --- 





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Quick question about arnold linear workflow

2013-06-06 Thread Vladimir Jankijevic
HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!!
That's a great one :)


On Wed, Jun 5, 2013 at 8:59 PM, Christopher christop...@thecreativesheep.ca
 wrote:

 Steven how long have you been scripting in Python ?

 ::Christopher::


 Steven Caron wrote:

 to get to your question, i would turn all arnold settings to 1.0 and use
 color management for display. the textures are either handled per
 clip/shader or actually converted to linear externally. those types of
 workflow decisions are different per studio.

 we can elaborate on the sitoa list...

 s

 On Wed, Jun 5, 2013 at 5:32 PM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 Hi Andreas,

 Sure yes, I get your point well. I'll check that out tomorrow then, once
 again didn't though it was a big issue to ask here something like that, yes
 I am very aware of NDAs, etc..

 thanks anyways




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: the secret of animation

2013-06-06 Thread patrick nethercoat
that's beautiful.



On 5 June 2013 20:19, Andres Stephens drais...@outlook.com wrote:

 HAH! My boss sent me this and we totally had a good laugh in the studio
 about this. Very funny. =P

 -Draise

 *From:* Stefan Kubicek
 *Sent:* Wednesday, June 5, 2013 2:19 PM
 *To:* softimage@listproc.autodesk.com

 LOL, I think I broke my rig! - those those last 10 seconds gave me goose
 bumps :-)



 https://vimeo.com/67501143

 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--



OT: Sketchbook Pro educational version?

2013-06-06 Thread Paul Griswold
Does anyone here know if you can get a student version of Sketchbook Pro?

My daughter is interested, but the AD educational website is a mess.  I was
able to find it in the new download center by asking it to show all - but
even that was Sketchbook Designer, not Pro.  And, when you click on it, it
takes you right back to the Product Catalog.

The entire Student/Educational website just goes in circles and never
actually gives any useful information.

Thanks,

Paul


Re:OT: Sketchbook Pro educational version?

2013-06-06 Thread Milan Vasek
 Hi. I'm not sure about educational version, but there is a free (a little bit 
limited, but still good for sketching) copic edition of sketchbook pro
http://www.copicmarker.com/autodesk-and-copic
 
Milan Vasek
Od: softimage-boun...@listproc.autodesk.com
Komu: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Kopie: 
Datum: Thu, 6 Jun 2013 07:19:16 -0400
Předmet: OT: Sketchbook Pro educational version?



 Does anyone here know if you can get a student version of Sketchbook Pro?

 My daughter is interested, but the AD educational website is a mess.  I was 
 able to find it in the new download center by asking it to show all - but 
 even that was Sketchbook Designer, not Pro.  And, when you click on it, it 
 takes you right back to the Product Catalog.  

 The entire Student/Educational website just goes in circles and never 
 actually gives any useful information.

 Thanks,

 Paul






Re: PyQtForSoftimage with PySide support

2013-06-06 Thread Luc-Eric Rousseau
C++ libraries talking to one another and compiled with different
version of Visual C++ would just crash on new and delete, usually.
 It either works or doesn't work at all, it's not hard to tell if
there is a problem.  Python, Pyside and Qt should all three use the
same compiler

One comment about your blog post. While Maya is using a modified
version of the Qt libraries, all the Qt point releases are binary
compatible together.  In other words, any version of Pyside compiled
with some variete of Qt 4.8 will work with any variety of Qt 4.8.x,
including the maya one.  On the Mac we don't even compile PySide, we
just take the binary off the web site.  On Windows we had to compile
because of the compiler.  On Windows you can also use cmake to
generate a visual studio project file and compile in the GUI if you
prefer that.


On Thu, Jun 6, 2013 at 8:50 AM, Stefan Kubicek s...@tidbit-images.com wrote:
 Hi all,

 for the time being I have put together the PySide  Qt build instructions
 for whoever is interested:
 http://plutometro.blogspot.co.at/2013/06/compiling-x64-pyside-using-vs2010.html

 I can put that PySide installer up for download too in case ne1 want's to
 try it out, just let me know.

 @Steven: your abstraction module sounds like a really nice idea, I hope you
 get it all sorted without too much a hassle and future maintenance
 requirements (more differences between PySide and PyQt might be introduced
 with a later version of PySide, which in turn requires an update of that
 module?)

 @everybody: What's the general consensus of mixing compiler versions in a
 project? E.g. is it legal/safe to compile PySide with VS2010 using Qt libs
 that were built with VS2008? This is what's really irritating me atm: The
 absence of any publicly available x64 Qt installer compiled with VS2010,
 hence I'm building it myself. There really seems to be no such thing
 anywhere, and it's not like VS2010 can be considered exotic, can it?

 Stefan


Re: beer

2013-06-06 Thread Stefan Andersson
Shakespears Head? Sounds good? no? yes? go home to sweden you bastard?

/s



On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:

 ** ** ** ** **

 out for a couple tonight in **Soho** with Mr Andersson if anyone is
 interested

 ** **

 a

 ** **

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829 


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com 

 ** **

 Fluid Pictures Limited is registered in **England** and **
 **Wales.
 Company number:5657815
 VAT number: 872 6893 71

 ** **




-- 
*Stefan Andersson | Digital Janitor**
*
blog http://sanders3d.wordpress.com |
showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d|
Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
skype:sanders3d


Re: beer

2013-06-06 Thread Stefan Andersson
I'll be there around 6:30, getting my stuff ready now.

regards
stefan



On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:

 ** ** ** ** **

 sounds good... the pub bit not the go home bit

 ** **

 a

 ** **
  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Andersson
 *Sent:* 06 June 2013 16:57
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: beer

 ** **

 Shakespears Head? Sounds good? no? yes? go home to sweden you
 bastard?

 ** **

 /s

 ** **

 ** **

 On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 out for a couple tonight in **Soho** with Mr Andersson if anyone is
 interested

  

 a

  

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829 


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com 

  

 Fluid Pictures Limited is registered in **England** and Wales.
 Company number:5657815
 VAT number: 872 6893 71

  



 

 ** **

 -- 

 *Stefan Andersson | Digital Janitor*

 blog http://sanders3d.wordpress.com | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d|
 Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
 skype:sanders3d

 ** **

 ** **
   --

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3343 / Virus Database: 3184/6388 - Release Date: 06/05/13*
 ***




-- 
*Stefan Andersson | Digital Janitor**
*
blog http://sanders3d.wordpress.com |
showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d|
Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
skype:sanders3d


Re: Quick question about arnold linear workflow

2013-06-06 Thread Steven Caron
ack! you replied to him... my filter broken again ;)


On Thu, Jun 6, 2013 at 1:32 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!!
 That's a great one :)




Experienced ICE particle freelance gig

2013-06-06 Thread Andy Moorer
Hi gang.

A producer from a New Zealand studio, blockhead, contacted me looking for a
skilled (not junior) ICE particle artist, for a freelance job. I don't have
any details and am booked.

I've sent some of you a direct mail but in case anyone else is interested
here's her info (she know's I'm posting it of course. :)


Libby Behrens
Producer
li...@blockhead.co.nz

*

Blockhead Visual Effects
T +64 9 376 2951
M: +64 22 685 0755
54 Ponsonby Road
Ponsonby
Auckland
New Zealand
http://www.blockhead.co.nz/
www.blockhead.co.nz

*


Re: Experienced ICE particle freelance gig

2013-06-06 Thread Sandy Sutherland
Andy - sorry, before I contact them directly, do you know if they would 
consider remote work?


Thanks

Sandy

On 2013/06/06 7:18 PM, Andy Moorer wrote:

Hi gang.

A producer from a New Zealand studio, blockhead, contacted me looking 
for a skilled (not junior) ICE particle artist, for a freelance job. I 
don't have any details and am booked.


I've sent some of you a direct mail but in case anyone else is 
interested here's her info (she know's I'm posting it of course. :)



Libby Behrens
Producer
li...@blockhead.co.nz mailto:li...@blockhead.co.nz

*
*
Blockhead Visual Effects
T +64 9 376 2951
M: +64 22 685 0755
54 Ponsonby Road
Ponsonby
Auckland
New Zealand*


http://www.blockhead.co.nz/
www.blockhead.co.nz http://www.blockhead.co.nz/

*





Re: BW images for masks - so annoying

2013-06-06 Thread Eric Turman
well, you can always go to the OGL tab of your material PPG and check Use
specific image/UV pair.

But I agree, I too wish it just used the diffuse by default.


On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 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 BW image plugged in to control something like transparency, why on
 earth does Softimage always choose to display the BW 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





-- 




-=T=-


Re: BW images for masks - so annoying

2013-06-06 Thread Paul Griswold
Ah ha!  That's what I wanted - Use specific Image/UV pair.

But yeah I agree, the viewport needs a lot of attention.

Thanks!

Paul



On Thu, Jun 6, 2013 at 3:40 PM, Eric Turman i.anima...@gmail.com wrote:

 well, you can always go to the OGL tab of your material PPG and check Use
 specific image/UV pair.

 But I agree, I too wish it just used the diffuse by default.


 On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 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 BW image plugged in to control something like transparency, why on
 earth does Softimage always choose to display the BW 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





 --




 -=T=-



RE: BW images for masks - so annoying

2013-06-06 Thread Matt Lind
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: BW 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 
BW image plugged in to control something like transparency, why on earth does 
Softimage always choose to display the BW 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




Re: BW images for masks - so annoying

2013-06-06 Thread Paul Griswold
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:* BW 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 BW image plugged in to control something like transparency, why on
 earth does Softimage always choose to display the BW 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

 ** **

 ** **



Re: Experienced ICE particle freelance gig

2013-06-06 Thread Andy Moorer
Hi Sandy, I believe so. or at least they had better if they are sold on
getting an ICE freelancer lol :)


On Thu, Jun 6, 2013 at 11:22 AM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

  Andy - sorry, before I contact them directly, do you know if they would
 consider remote work?

 Thanks

 Sandy


 On 2013/06/06 7:18 PM, Andy Moorer wrote:

 Hi gang.

  A producer from a New Zealand studio, blockhead, contacted me looking
 for a skilled (not junior) ICE particle artist, for a freelance job. I
 don't have any details and am booked.

  I've sent some of you a direct mail but in case anyone else is
 interested here's her info (she know's I'm posting it of course. :)

   
  Libby Behrens
  Producer
  li...@blockhead.co.nz

   *

 Blockhead Visual Effects
 T +64 9 376 2951
 M: +64 22 685 0755
 54 Ponsonby Road
 Ponsonby
 Auckland
 New Zealand
  http://www.blockhead.co.nz/
 www.blockhead.co.nz

  *





Re: beer

2013-06-06 Thread Sebastien Sterling
a ffs i'm not taking 4 hour drive to the Channel tunnel :( why not come to
Brussels we got better Beer :P


On 6 June 2013 18:51, Stefan Andersson sander...@gmail.com wrote:

 I'll be there around 6:30, getting my stuff ready now.

 regards
 stefan



 On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 ** ** ** ** **

 sounds good... the pub bit not the go home bit

 ** **

 a

 ** **
  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Andersson
 *Sent:* 06 June 2013 16:57
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: beer

 ** **

 Shakespears Head? Sounds good? no? yes? go home to sweden you
 bastard?

 ** **

 /s

 ** **

 ** **

 On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 out for a couple tonight in **Soho** with Mr Andersson if anyone is
 interested

  

 a

  

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829 


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com 

  

 Fluid Pictures Limited is registered in **England** and Wales.
 Company number:5657815
 VAT number: 872 6893 71

  



 

 ** **

 -- 

 *Stefan Andersson | Digital Janitor*

 blog http://sanders3d.wordpress.com | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d|
 Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
 skype:sanders3d

 ** **

 ** **
   --

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3343 / Virus Database: 3184/6388 - Release Date: 06/05/13
 




 --
 *Stefan Andersson | Digital Janitor**
 *
 blog http://sanders3d.wordpress.com | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d|
 Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
 skype:sanders3d





Re: BW images for masks - so annoying

2013-06-06 Thread Rares Halmagean
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:* BW 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 BW image plugged in to control
something like transparency, why on earth does Softimage
always choose to display the BW 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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Re: BW images for masks - so annoying

2013-06-06 Thread Raffaele Fragapane
BTW, to my knowledge at least, for quite a few versions now the shaderballs
are fully rendered in whatever engine you're using.


On Fri, Jun 7, 2013 at 5:26 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:


 My shaderballs all display fine, so why can't the viewport?