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Best Regards,
Stephen P. Davidson
(954) 552-7956
sdav...@3Danimationmagic.com
Any sufficiently advanced technology is indistinguishable from magic
- Arthur C. Clarke
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--Mirko JankovicNeed to find freelancers fast?Need some help with rendering an Redshift project?
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Somewhere around XSI 7.0 or so, the shading and rendering architecture
received a complete overhaul under the hood. It received another
significant overhaul around Softimage 2011. These updates broke some of the
fall through inheritance users became accustomed to as XSI would often
automatically assign an instance specific data to a parameter to be active
if it were the only property on the object for that parameter value. After
the updates, this courtesy feature broke and often would display the
property in the parameter to make it appear it was assigned, but in reality
it wasn't actually assigned. The user had to explicitly assign the property
by clicking and choosing it in the parameter's dropdown menu. This
primarily affects texture UVW properties, vertex colors, user normals, and
weight maps.
Best analogy is associative lights in a light's PPG. By default all lights
in the scene are shown to be inclusive, but they are not actually
'inclusive'. XSI is only showing that as the default value. You must
explicitly click and set the association to inclusive or exclusive for it to
actually kick in and become active. Horrible UI design as it's misleading,
but that's how it is.
In your case of redshift materials not showing properly in the viewports,
what is likely happening is you are assigning a material, but the instance
specific data is not be explicitly assigned to the object. This usually
happens because your specific instance isn’t *exactly* the same as for other
instances using the same material. The instance data may different on one
or more objects using the material, or it may not exist on all objects using
the material. In some cases, there are other differences under the hood
that are not readily apparent to the user. In any event, to solve the
problem, you must explicitly assign the texture UVW coordinates to the
object by going into the shader/PPG where the texture UVW coordinates are
specified and manually click on the menu to assign the property – even if
already visible in the menu.
when you use the texture editor, XSI brute force assigns a texture property
to the shader in use to guarantee a texture appears in the
viewports...because what good is a texture editor if you cannot see the
texture. When you close the texture editor, this brute force assignment is
removed. That's why you experience the behavior you describe.
Matt
Date: Mon, 15 Aug 2016 18:31:32 -0600
From: Dave Gallagher Softimage <davegsoft...@gmail.com>
Subject: Re: redshift materials show gray in viewport
To: soft...@listproc.autodesk.com
Good thought Matt. But in Softimage 2011 it appears to work fine when
applying a texture to a Phong, but not when I switch to the redshift
material.
However, when I remove the material and reapply it in Softimage 2014, I
do see the texture after all, so it looks like it is a version issue.
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"…By default all lights in the scene are shown to be inclusive, but they are not actually 'inclusive'. XSI is only showing that as the default value. You must explicitly click and set the association to inclusive or exclusive for it to actually kick in and become active. Horrible UI design as it's misleading, but that's how it is."
I would not call this a horrible and misleading design because it actually helps keeping a scene slim and effective. It makes more sense if you see it as an attribute, that’s not active until propagated to a scene element for a reason. If it would be the other way around (all objects will be accociated to every light per default, it would surely slow down a scene. Let's say big scenes with thousands of objects. Those connections always applied to passes where XSI has to take care of where objects are part of passes/partitions or not. Imagine the same amount of work for lights (and even other connections in a scene). It would multiply the amount of work in the background, for no or very limited reason.
So the design is "until a light is not explicitly associated/deassociated to an obj, that connection (attribute) is not set". Therefore all objs are lit by every light per default, what is to be expected. Makes sense to me as an artist and seems to be clever in terms of architecture, don't you think?
sven
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, August 16, 2016 9:00 PM
To: soft...@listproc.autodesk.com
Subject: Re: redshift materials show gray in viewport
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Thanks Mirko and Stephen and Matt! I will try these.
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