Weird Texture(UV) editor problem!!!


#1

I got 2 problems with texture editor.

First, XSI doesnt update the texture on the UV editor when i select object. Instead of changing the UV editor, XSI updates the perspective view and assign the texture to the newly selected objects.

Second, When I change the texture of the material, The object that uses the material doesnt change in the perspective view. It doesnt simply update the perspective view. When I render the scene I see the texture is changed in the render.

These two things only happens in XSI 7 and 7.5. It seems something have been changed and i am not aware of it and this drives me crazy.


#2

I don’t know about anyone else, but oddities like that happened to me in 6.01 and 6.5 as well.

Some things I found that remedied the problem were hiding any objects that I did not need to see…I assume you are operating in textured or textured decal view. Using that viewing mode can drag on the system I have found and therefore things don’t update all that well. I realize this is a convenient way to see the textures but might not be a viable workflow, sadly.

I would find that if I hid all the lights and any ancillary geo or nulls, etc., that the textured/textured decal mode functioned ok. But at some point, if I have a lot of objects (or even a moderate amount), I almost always have problems seeing the textures in this view…it’s just not all that reliable.

If you are looking for fast feedback and a good number of iterations and all you want to do is swap textures, I would either:

A) use the region render and put the settings very low so you get quick confirmation in that way.

OR

B) open the render tree and unlock it so that it updates when you select new object. The render tree will update and you can see that the new texture or shader is on the object.

Unless you need to see the texture for other things aside from quick confirms, I don’t know that using the texture/texture decal is all that great of a workflow. That’s just my two cents anyhow.

R


#3

It actually sounds like it’s working properly.

When you open the UV Texture editor, and select an object, it temporarily updates the selected model with the current "clip" that is defined in the Texture Editor.  When you close the editor or simply select a new object while the editor is still open, the object stops displaying this clip and goes back to normal.

This makes it easy to switch back and forth from a checkerboard tester to your actual painted texture so that you can test UV's.

You can change the clip the Texture Editor displays for your selected object using the "Clip" menu pull-down and selecting or loading a new image clip.

Interesting to note however, is that if you leave the Texture Editor open, and simply deselect your object, instead of selecting a new object or closing the editor completely, it will continue to display the clip that is selected in the Texture Editor until you close it or select something else.

Additionally, by default, when the Texture Editor is not open Softimage tracks the image displayed in your Textured/Texture Decaled viewport based on a setting you can change on your actual orange-Material that your shader gets plugged into. If you double click on the orange material node in the render tree, and switch to the OpenGL Display tab, there are many options for you to fool around with, including specifying a specific texture for display in the viewports. Otherwise, if you assign a Diffuse texture, and then lets say a reflection color texture, Softimage will show the last assigned texture as by default it tracks your latest update to the Render Tree unless you tell it to do otherwise.

Hope that helps.


#4

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