No, this applies for Create in Object, not for Create at Context Please re-read carefully the steps I've described on the page and you'll be able to reproduce it.
The explanation for polygon/primitive selections is that you have a the primitive selection tool active, whereas all the points will be selected if you have the points selection tool active upon box creation.
For the question ‘Why?’ It has advantages to immediately creates groups, apply sops to entire group like mountainSop etc.
This, coupled with other things I’ll discuss below, creates a stuttered experience, it feels like you’re in a boxing match with the interface where you constantly have to revert, change, switch, etc. because the program has a mind of its own.
Nothing should the program select for the user, be it object or transform tool. Neither should it enter nor select points,edge,polys unless requested to do so.
There is no boxing match once you learn it and then it feels natural. i.e. an analogy is that a bicycle is terrible- it falls over and the direction has a mind of it's own, that is, until you learn to ride it, a car too, and, any skilled technique. The idea that the program selects any points/prims on it's own could be a preference as it feels right 100% of the time coming from a Houdini background, and maybe 0% of the time coming from other software.
That's the same reason why ‘Alt key’ was added as a viewport tool recently. Houdini artists have no need for it but anyone else seems to need
I see no change with Follow selection mask on or off. You sure you understood the problem I addressed?
It may be as OsX is currently limited to GL2 viewport and there is difference to the GL3 viewport, but, I certainly see differences. With the ‘Follow selection mask’ off, when selecting the points selection tool no points are visible and I need to turn on point display to select points, whereas with ‘Follow selection mask’ on, as soon as I switch to points selection tool the points are visible and I can select them. This then explains your ‘However as soon as I de-select the point by dragging a rectangle on empty space the points reappear’
Also there seems to be a very dark shadow which might be video card drivers - to be confirmed.
This is a smooth shading mode and the primitive's normals are converging and there is an automatic headlamp in the scene. Try to cusp the normals with a EdgeCusp node and try different lighting, and shading modes.
This is a work-around, because there is a shading problem, right?
If this is a workaround then Mantra also exhibits the same issue
The SmoothShaded viewport is most likely using Phong shading, when a primitive with smooth normals is viewed with a headlight this is the correct shading. I read somewhere that Maya, probably SI, puts down a cube with cusped normals automatically, which then explains why people are not be familiar with this.
You can toggle the ‘Consolidate Corner Points’ checkbox on Box obj, and, if you turn on normals display in the viewport you will see so-called ‘correct’ shading
This is a common complaint on the forums, that for someone testing Houdini says it looks terrible, so maybe it could be changed to default to ‘Consolidate Corner Points’, though the advantage is it does force you to learn more about normals, which is good in the long run.