In a tool like Surface Filet, if a surface and a curve are under you cursor when you click, the Pick Chooser gives you the option to select the curve - even though selecting a curve is not a valid input for the Surface Filet tool.
Alias should know what is valid in the context of the tool and ignore those as selection options.
In Alias there are several basic primitives such as spheres, cubes, cones etc. There attributes are defined in a modal dialog box, and then a shape is created when the user clicks on the screen. A transform manipulator is provided after creation to allow for scaling, rotation and position transformation.
Other packages allow the user to click and drag to specify values such as length, width, height, and circumference, allowing the user to define these attributes as the shape is created rather than afterward.
Would it be useful to change the workflow for creating primitive shapes?
I'd like to gauge interest in a redesign of Blend Curves. Although they are very useful, we have identified areas that they could be improved:
• Form Factor - blend curve cv structure and scaling could mirror form factor from the surface fillet tool, providing a consistent cv layout for curves and surfaces
• Interaction - reduce the number of tools in the toolbox, and provide more in-canvas user interface controls
If you agree that this is a project worth doing, please provide examples of other issues you would like to see addressed.
I use bookmarks a lot and would like to have a bit more functionality in them.
1) I'd like to be able to save out bookmarks and be able to reimport them into a new stage.
2) I'd like to be able to link the enviroment settings to the bookmark (i.e. Background colour+Map, Environment and Floor Postion - basically link the hardware shade options to the bookmark)
The current Filet Curves feels outdated with the "freeform" and "knee ratio" options. It would be nice if the Filet Curves tool was consistant with the Surface Filtet tool with G1, G2, G3 options as well as chordal, tanget length, radius settings and the new form-factor method of shaping.
When creating or viewing shaders in the Multi-lister, show the material with the HDR image applied to help the user see how the material will look in the scene before it is applied.
Essentailly, each shader ball is a mini harware shaded viewport that represents the current hardware shade settings - so this would apply if the lighting modes were set to Default, Warm, Contrast, All or Selected Lights as well.
The 'Round' tool is used for quickly creating round transitions between surfaces. The current implementation works by clicking on individual edges and providing a radius. If many edges are to be 'rounded' it can be quite time consuming.
Would it be of value to provide a way to box select a collection of edges and perform a 'Global Round'?
I would like to see a comprehensive video tutorial of a complex sports type car Class A work session from
1.(setup of tolerances reference pics and preferences and file structure) to finish of the exterior only.
2.(from setup then a comprehensive video on curve generation.)
3.(Primary, secondary, and tertiary surfaces.) Much like the vacuum videos which are nice, only
more comprehensive on each task.
The majority of videos out there are very specific to one or two commands and usually with only two surfaces,
I want to see all the commands working in context with something real,what better way to show the complete work flow of your software. The individual videos of specific topics are just fine but would be great to see them all
working together and hopefully from someone who has worked in the industries and not just a want to be car surfacer.
Thanks, I think there are a lot of people that would like to see that tutorial.
Have an option within the Zero Transforms tool to just zero some of the transform elements. For instance, zero the position, but not the rotation or the scale.
The current tone mapping controls (2013 for me) seem to not have very clear functionality.
Saturation seems to desaturate the rendered image, not just the HDR where by part of a model that should have bright hues per their shader color become gray.
It would be valuable to be able to desaturate just the HAD to create more "studio-like" neutral lighting from HDR images that have a strong color cast.
Likewise, the Gama control seems to affect the whole image, not just the HDR. Since HDR images are in a linear color space, it is valuable to be able to output an image in Gamma 2.2 (sRGB) space, but because the shader colors are not gamma corrected, only setting Gamma to a value of 1 produces reliable color results.
So either we need a gamma control for just the HDR that helps us tune the lighting (maybe more like a contrast setting?) or we shoulde be able to adjust the Gamma and the color values of the shader automatically counter correct in the background to produce expected color.
Exposure seem to work as I would expect however.
I have created Block's with fields in them, but when I fill up info and when all fields update to current info I need them to become from Field in block to text in block without destroying block. So basicly I want all fields to explode or convert to the same data text format object without destroying block.
Alias had a distributed render control back in the SGI-IRIX times. It went away with MS Windows coming.
With the enhancement of area lights it would make powertracer usefull again. Area lights give pretty good lighting, but they very often cause render crashes.
Not having to switch software for some little pictures would be great!
the wellknown "create primitive transform manipulator" could be very usefull when one has to place geometrie wich has to aim at certain points of other geometry.
As much as i know until now i have to find out the delta transform values via measuring and then type the transform values into the fields of information window.
Think of the arms of table lamps, wich have to be snapped to the center of one hinge and then rotated to aim at the center of the next hinge...