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 <[email protected]> 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 < > [email protected]> 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 <[email protected]>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:* [email protected] [mailto: >>> [email protected]] *On Behalf Of *Paul Griswold >>> *Sent:* Thursday, June 06, 2013 12:27 PM >>> *To:* [email protected] >>> *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**** >>> >>> ** ** >>> >>> ** ** >>> >> >> > > > -- > www.matinai.com > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

