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Data Management
Creating and Reading Scene TOC Files
When you enable the creation and reading of scene TOC files, Softimage saves the current scene information to the corresponding scene TOC file every time you save a scene. You can then modify the scene TOC file in a text editor or XML editor, and the modifications are automatically applied the next time that scene is opened.
You can modify this default behavior by individually setting the Create scene TOC (Table of Contents) file and the new Read scene TOC (Table of Contents) file on load if available preferences. For more information, see Creating and Reading Scene TOC Files [Data Management].
Referenced Models
In previous versions it was not possible to assign objects in the scene or another model to a material in a referenced model’s library. Now when you try to do this, the material is duplicated in the scene’s default library and the objects are assigned to the duplicate instead.
In addition, several bugs related to nested reference models have been fixed.
Baking Scene Properties when Exporting Models
There is a preference to bake scene properties when exporting models. When this preference is active, properties that the model inherits from the scene root, such as geometry approximation, are copied locally before exporting. If this option is off when a model is exported, it will inherit its new properties from the scene into which it is imported.
To set the preference
1. Choose File > User Preferences.
2. Select Data Management.
3. On the Files tab, set Bake scene properties on model export.
Note this preference does not affect properties that are inherited from anywhere other than the scene root, such as from groups, scene layers. or intermediate objects in a hierarchy.
Alienbrain Layout and Views
The Alienbrain layout and views are no longer installed with Softimage. If you have the Alienbrain integration for Softimage plug-in, its functionality should not be affected.
Digital IO
Support for rendering directly to an Avid digital output device has been removed. All related options have been removed from the interface.
Crosswalk 3.2Crosswalk 3.2
Softimage v.7.5 ships with Crosswalk v.3.2. These are the new features and improvements that have been incorporated into the Crosswalk toolset since the last release of Softimage.
ModelingModeling
Proportional Modeling and Symmetry
Proportional modeling (Prop) and symmetry mode (Sym) now work better together, in particular when the proportional radius crosses the plane of symmetry. For proportional modeling, the new MoveProportional operator gets applied instead of a MoveComponent with a Proportional property. In symmetry mode, a single operator is applied instead of separate operators for each side.
AnimationAnimation
Dopesheet Selection Tool Preference
You can now set the preference for which selection tool to use by default in the dopesheet: the Select or Region tool.
To set the preference, open up the Dopesheet Preferences property editor (see Dopesheet Preferences) and select the tool you want as the Default Tool.
AnimationBounding Volume Constraint - Center as Constrained Shape Type
You can now constrain an object to a bounding volume by its center. To do this, select Center as the Constrained Shape Type in the Bounding Volume Constraint property editor (see Bounding Volume Constraint Property Editor).
Plotting Objects in Different Models
You can now select objects in different models at the same time and their animation will be plotted when using the Tools > Plot commands in the Animate toolbar.
TexturingTexturing
Unfolding
Unfolding creates a UV texture projection by “unwrapping” a polygon mesh object using the edges you specify as cut lines or seams. When unfolding, the cut lines are treated as if they are disconnected to create borders or separate islands in the texture projection. The result is like peeling an orange or a banana and laying the skin out flat.
For more information, see Unfolding a Texture Projection [Texturing].
Checkerboard
You can display a checkerboard image in the texture editor workspace, as well as on objects in the 3D views in Textured and Textured Decal display modes while the texture editor is open. This is useful for seeing how the texture image gets stretched over different areas of an object.
For more information, see Displaying the Checkerboard [Texturing].
RenderMap
RenderMap now considers the Wrapping U and V parameters in the texture projection definition property editor. Previously, the generated rendermap would be black where the samples were outside the displayed image in the texture editor even when these options were on.
For more information about RenderMap in general, see Generating and Baking Surface Attribute Maps (RenderMap) [Texturing].
Image Property Editor
The Texture Space control in texturing property editors now updates automatically as you select objects in the scene, as long as the property editor is not locked. This helps to prevent accidentally making changes to all objects that use the same image.
Indirect IlluminationIndirect Illumination
Final Gathering
Advanced Options > Show
The Show checkbox allows you to display or hide the advanced final gathering options. The advanced options are: Refinement Passes, Fast Lookup, Presample Density, Filter Size, Sampling Contrast, Maximum Sample Normal Deviation, Trace Depth, Primary Bounce Color, and Secondary Bounce Color.
The advanced options are hidden by default because they are infrequently used and in most cases their default settings work fine as is.
Refinement Passes
When enabled, Refinement Passes provide a progressive update (in three passes) of how the final gathering is being rendered. The passes are rendered using the mental ray Tile Order, instead of the usual final gathering tile order. Refinement Passes are most useful when used in conjunction with the final gathering Visualize option.
Maximum Sample Normal Deviation
Specifies how many degrees a final gathering point's surface normal can deviate from the sampling point’s surface normal and still be used for interpolation when calculating the shading.
The default value of 25.842 degrees corresponds to the mental ray default and is equal to ArcCos(0.9).
RenderingRendering
Motion-Based Displacement Quality
For moving objects with displacement, you can optimize the displacement approximation depending on how fast the object is moving by setting the Motion-Based Displacement Quality option on the Optimization tab of the mental ray Render Options Property Editor [Properties Reference]. The automatic reduction of displacement detail on moving objects has a significant impact on rendering performance and memory consumption by cutting down on the typically huge amount of tessellation data that gets generated.
The displaced geometry should have a geometry approximation property applied to it and motion blur must be enabled for the render region and/or the render pass. See Defining and Rendering Motion Blur [Lights and Cameras].
Deleting Unconnected Nodes in the Render Tree
By default, all unconnected shader nodes are always left in the render tree for an object. This is often useful for keeping shaders around when you’re trying out different shader connections.
However, if you want to clean up the render tree workspace, you can delete all shader nodes that are not currently connected to the Material node.
To remove all unconnected nodes in the render tree
• Choose the User Tools > Delete Unconnected Nodes command from the render tree’s command bar.
AAF and MXF Support
Support for the AAF and MXF formats has been removed.
ICEICE
Nodes and Compounds
There have been a number of small fixes and improvements to the ICE nodes and compounds. Among other fixes, the Stick to Surface compound no longer causes the Bounce off Surface compound to stop working.
Compound Version Manager
The Compound Version Manager now automatically refreshes itself when it is opens. You no longer need to click Update first.
Compound Name Clashes
If two compounds have the same name and version, Softimage logs a warning message telling you the locations of the file that will be used and the files that will be ignored.
Displaying Attributes at Polygon Nodes
You can now display attribute values at polygon nodes, also known as polynodes or texture sample points.
Hiding Particle Instance Shape Masters
You can now successfully hide the particle instance shape master objects by selecting the Instance Master Hidden option in each master object’s Visibility property editor.
Versioning Private Compounds
If you have multiple versions of a private compound, you can now right-click on it in the ICE tree and use the Version menu to change the version used. Previously, you could only use the Compound Version Manager to change the version of private compounds.
Set Data’s Explorer
The explorer in Set Data nodes no longer shows read-only attributes like NbPoints.
CustomizationsCustomizations
Custom Menus
Custom menu items no longer display u or w when they appear in custom submenus, nor when they appear in custom menus on the main menu bar. This reduces unnecessary visual clutter in those cases.
Rearranging Custom Command Buttons
You can now rearrange custom command buttons on a custom toolbar by dragging and dropping when the Customize Toolbar window is open. Previously, dragging and dropping a custom command button would try to create a new custom command.
Plug-in Manager Preference
There is a new option in the Plug-in Manager preferences: Scan sub-folders controls whether to automatically load plug-ins in subfolders of the Application\Plugin directories of various locations (factory, user, workgroups, as well as add-on folders in those locations).
Turning this option off can decrease the time needed to start Softimage or update all plug-ins. However when this option is off, you need to load plug-ins in subfolders manually using the plug-in manager before you can use them.
Note that plug-ins directly in the Application \Plugin directory of those locations are always loaded regardless of this preference, as are those in the bin\nt-x86, bin\nt-x86-64, linux/x86, or linux/x64 subfolders as appropriate.