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You can adjust the Scene Rebuild Mode from Auto to Always. There is also also a command to flush the scene SITOA_DestroyScene() and textures SITOA_FlushTextures(). For more information about SitoA-specific commands please see the SItoACommands.

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Yes, Arnold will read the visibility options Softimage already has. Take into account the checkbox for "Reflection Visible" controls normal/sharp reflections, and "Reflection Caster" controls glossy visibility. It's a bit of a hack but it's as good as it can be done. In any case, you can also apply an Arnold visibility property to an object, partition or group which has all the visibility options that Arnold natively supports in it. Keep in mind that doing this will override your objects normal visibility settings.

How can I avoid my procedural textures

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from swimming

There 's are a few ways in which 3D procedural textures can "swim" in animation: 

  1. Your object is undergoing a rigid SRT matrix transformation
  2. Your object is deforming, the vertices moving around freely - for example, a walk cycle
  3. Your object is neither moving nor deforming, but it has displacement mapping (a lesser form of deformation), and for whatever reason, you'd like to texture based on the un-displaced position

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The color management in Softimage will at the moment only affect the display in SItoA, for textures the only supported workflow is to have your linear images stored in a an HDR format (.exr, .tiff-32, .hdr) and your non-linear, sRGB images in a LDR format (.jpg, .tif-8, .png etc). Then, in the global render options, set your Input Gamma values in the Gamma Correction tab to 2.2. Arnold will consider floating point images as linear and will only apply the de-gamma calculations to LDR images. 

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Arnold does support mapping out of the usual 0,1 range. You can use this behavior to apply different mapping shells and do lookups to different image nodes (one per shell) composited with a mix shader in additive mode. The Idea is that for each shading point only one lookup to the different images will give the expected value (the one associated to with the shell the face that is being shaded is in) and the others will return black (so they won't add to the final result).

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This is a known problem. The PPG logic inside the Pass spdl is doing a lot of scene changes that cause unnecesary unnecessary render calls. When the user does changes in the PPG, the scene will be rendered more than once while the UI doesn't respond. It's not really crashing, and eventually, the render appears and the UI responds. This has been improved in Softimage 2012 (but it is still not 100% fixed).

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