1- Path to textures needs to be relative to the scene, something like ../maps.
Example : My scene is in C:\Render and the associated maps in C:\Render\Maps.
If I move the .bip to D:\Work and the maps to D:\Work\Maps then Keyshot is lost and all the scene opens white... That's really annoying. Nothing should change as the maps folder is still where the .bip is and its name didn't change.
Saving package resolves that but it's not a solution when the content of "Maps" has to be changed or updated.
EDIT : I forgot to mention that when I move a .bip and its "Maps" folder (created by the export of a .obj from a 3D software) and I reopen the bip, weirdly enough some textures are there and others are missing. Textures name didn't change, obj is the same. So it definitely feels like a bug.
2- When one drags and drops an alpha (opacity) texture in Project/Material/Textures/Opactity it's usually because the object has UVs right ? By default, after a drag and drop of a texture, the Mapping Type should change to
UV Coordinates or UV (now it sets by default to Box which makes no sense when the object has coordinate mapping) and the Width and Height should set themselves to
1. When you work on big scenes with tons of textures this is a real pain

3- When working on objects with UVs and multiple textures (Diffuse, Spec, Bump, etc), it would feel logical after a double click on an object to end up in Project/Material/Textures straight away. As it is now, every time we double click on an object with UVs, Keyshot takes us to Project/Material/Properties. When updating/reassigning lots of textures in a scene, this extra click really takes time. An option in the Preferences that would let us decide where Keyshot takes us in the Projects Window after having selected an object could really save time.
Or maybe in Project/Material should we be able to slide the 3 Tabs Properties/Textures/Labels, in order to define which one we need to see in the first position. Depending on what we're working on.
I had others in mind but can't quiet remember them right now. I might come back to add some other things.
Thanks for considering this if it sounds like worth coding improvements
