autosave resets the render in progress in the render region, not a big
deal, but its annoying when it happens

james,

On Friday, August 17, 2012, Jeff McFall wrote:

> If the render tree window is open and one assigns a new material to the
> selected object the window does not automatically refresh to show the new
> material
>
> Not sure if this is intent or not but I often end up changing the wrong
> material because I expected my new material to be there
>
> everything else is perfect
>
> jeff
>
>
> -----Original Message-----
> From: [email protected] <javascript:;> [mailto:
> [email protected] <javascript:;>] On Behalf Of
> Eugen Sares
> Sent: Thursday, August 16, 2012 8:42 AM
> To: [email protected] <javascript:;>
> Subject: Small Annoying Things
>
> Hi list,
> Softimage has one of the slickest interfaces known to man, but nothing's
> perfect.
> Let's be nit-picky for a moment... what glitches, small flaws or
> inconsistencies annoy you most in Softimage?
> Any SPDL hacks worth doing when SI is installed freshly?
> This is about polishing, not cool new features (borders are blurry of
> course).
>
> Maybe the new developer team has nothing better to do (ha ha) and feels
> motivated to do a little mop-up...
>
> Here we go:
>
> - Render Tree
> When multiple objects are selected and all share the same Material, the RT
> should not nag with the message "Update can't be done with two objects
> selected" and display that Material.
> (besides, it says "two", even when more are selected) 3ds max can even
> display multiple shader trees... would this make sense?
>
> - Material Manager
> ...should remember it's layout, expecially the horizontal divider.
> There's a bug with the text input field of the Shader balls names. It
> sometimes does not update, and you have to type blindly. After pressing
> enter it updates, however.
>
> - Timeslider
> When the Range Slider is moved, the timeslider should update with it
> interactively (does so in Maya).
>
> - Project Manager
> Would be nice if a double-click would open a scene in the list on the
> right hand side.
>
> - Operator Stack
> A double click on a Construction Mode Marker in the Explorer should
> activate that mode.
> Also, highlighting the markers in some way (bold or different color or
> whatever) would clarify which mode is active in the Stack, besides looking
> at the dropdown in the menu bar.
>
> - Operator Context Menu
> ... should contain all Commands related to Operators. Now they are strewn
> across the interface - some are to find in menu Edit > Operator, others in
> MCP > Edit > Operator.
> "Collapse Operators" is a good example. Would you go looking for that in
> the MCP menu?
> "Freeze" in the menu freezes everything below an operator, not the whole
> stack. Thus it could be named "Freeze down" or "Freeze all below" or
> whatever.
>
> - Texture Projection Operator Stack
> The "Texture_Projection_Def" property has buttons "Reset" and "Freeze" -
> somewhat hidden. Could reside in the Op Stack context menu as well.
>
> - Texture Support
> ... should show parameters GeoX, GeoY, GeoZ by default. This can be fixed
> with a litte hack of texture.spdl.
> I see no reason why it should not be possible to set the size of a TS
> numerically. I need this often.
>
> -  "Texture_Projection_Def" property
> Checkboxes U,V,W are off by default. Should be on, because when texture
> coords are outside the 0,0 - 1,0 range, textures render black, and the
> head-scratching begins.
> 3D-Coat AppLink for example shifts UVs around that way.
>
> - UI graphics
> The browse icon (...) besides a path input field tends to draw artifacts
> when the PPG is resized. Could be graphics driver related (GeForce 460
> here).
> Does one need to go for an expensive Quadro card for this?
>
> - Render Region Options > "Use current Pass options" should be on by
> default.
> Often enough I have drawn an Render Region, tweaked the render parameters
> in the Render Manager and wondered why nothing happens...
>
> More to come...
>
> Thanks for reading!
> Best regards,
> Eugen
>
>
>
>
>
>

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