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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.