First time ever today that I worked with a Decal:
Sorry to say this but it feels very clumsy implemented. Nothing like it in Rhino with a copletely new paradigm of editing the decal. Wishes and issues that pop-up:
- The geometry stays selected while positioning the decal.
This makes it hard to have a good view of the object it is placed upon.
- I’d like to be able to use regular transform commands on the decal (move rotate scale)
- When I transform I want to be able to snap on the Decal points with the regular point Osnap
- Direction button popping up a dialog with just 3 options is imo overkill; those 3 options could easily be directly accessible in the panel.
Why not simply activate the display of the Decal when I select it in the list.
Get an isolated situation much like with blockedit where I can only manipulate the decal ( with regular transform commands including the regular Gumball).
Please make sure this type of irregularities are ironed out before adding even more stuff to V6
It is the type of clutter that gets in the way of a smooth intuitive workflow.
I think Decals should be presented and handles like texture mappings are.
Question: Is there a way to make the decals visible in a rendered viewport?