Maniphest T60032

Blender 2.8 Texture Paint / Object mode - inconsistent texture color display.
Closed, Archived

Assigned To
Sebastian Parborg (zeddb)
Authored By
Anton Boiko (antonboiko)
Jan 1 2019, 10:07 AM
Tags
  • BF Blender
Subscribers
Anton Boiko (antonboiko)
Barsha (Littic)
Sebastian Parborg (zeddb)
William Reynish (billreynish)

Description

Operating system: Windows 10 1809
Graphics card: GTX 1070, driver version 417.35

Broken:
2.80, 4d79cee4938, 2018-12-31 15:45

There is a very noticeable difference in the texture display on a model when switching between Texture Paint and Object mode (Eevee, Cycles, Workbench are all affected) even if you apply an Emissive shader with Strength set to 1 to eliminate any kind of lighting influencing the model. Also switching off all overlays in Texture Paint mode has the same effect - colors get darker and washed out.

Correct behaviour - texture colors should look identical in both Object and Texture Paint modes.

Steps to reproduce:

  1. make a new scene
  2. add Suzanne
  3. assign an Emissive shader with strenght set to 1
  4. add Base Color texture and paint any colors
  5. toggle Texture Paint / Object mode or toggle all overlays on/off in Texture Paint mode.

Result - texture colors will change slightly but noticeably in the viewport.

Event Timeline

Anton Boiko (antonboiko) renamed this task from Blender 2.8 Texture paint mode - inconistent color displayed. to Blender 2.8 Texture paint mode - inconsistent color displayed..Jan 1 2019, 10:07 AM
Anton Boiko (antonboiko) renamed this task from Blender 2.8 Texture paint mode - inconsistent color displayed. to Blender 2.8 Texture paint mode - inconsistent texture color display..
Anton Boiko (antonboiko) renamed this task from Blender 2.8 Texture paint mode - inconsistent texture color display. to Blender 2.8 Texture Paint / Object mode - inconsistent texture color display..
Anton Boiko (antonboiko) created this task.
Sebastian Parborg (zeddb) changed the task status from Unknown Status to Archived.Jan 1 2019, 3:23 PM
Sebastian Parborg (zeddb) claimed this task.
Sebastian Parborg (zeddb) added a subscriber: Sebastian Parborg (zeddb).

This is how it is intended to work. If you want a less washed out look in object mode, you can turn up the AF in user preferences. If you want the the emissive shader to show in object mode, you change to either LookDev or Rendered shading.

Anton Boiko (antonboiko) added a comment.EditedJan 1 2019, 4:13 PM

Hi Sebastian, I do know I need to change the viewport to LookDev mode to see Emissive shader working it's an obvious thing actually. Can you elaborate on what exactly this "AF" is?

Sebastian Parborg (zeddb) added a comment.Jan 1 2019, 4:35 PM

Anisotropic Filtering (and multisample). You can adjust it in user preferences -> general

Anton Boiko (antonboiko) added a comment.Jan 1 2019, 5:15 PM

Thank you but this option has nothing to do with the problem (I have AF set to 8 already and it makes no difference regarding the color and tints of the texture). Let me clarify the problem. 1) When you assign an Emissive shader and assign a Base Color texture onto the model - the texture looks different in Object mode compared to the Texture paint mode and 2) In Texture Paint mode this texture looks different again if you toggle the overlays on/off. So #1 might be so by design but #2 is obviously a wrong behaviour - in Texture Paint mode artists should be able to see the same colors no matter if overlays are turned on or off, unless there is a specific overlay affecting the color of the active texture. Please see the attached screensots and the blend file carefully.

William Reynish (billreynish) added a subscriber: William Reynish (billreynish).Jan 1 2019, 5:25 PM

Most likely this is because the color management settings are set to Filmic.

Anton Boiko (antonboiko) added a comment.EditedJan 1 2019, 5:38 PM

Nope, tried this one. None of the "View transform" (where the Filmic option is located) makes any change to the viewport display (Eevee, LookDev mode). And then again please read the #2 problem - switching overlays ON/OFF in Texture Paint mode also alters colors and tints which it should not.

William Reynish (billreynish) added a comment.Jan 1 2019, 5:39 PM

I can't recreate this issue - it doesn't seem to exist here. Can you provide an example .blend file, including an example texture?

Anton Boiko (antonboiko) added a comment.Jan 1 2019, 5:41 PM

Yes the example blend and the screenshots are attached to one of my earlier post.

William Reynish (billreynish) added a comment.Jan 1 2019, 5:42 PM

I checked but it only included an .obj file.

Anton Boiko (antonboiko) added a comment.Jan 1 2019, 5:48 PM

Sorry, wrong archive.

William Reynish (billreynish) added a comment.Jan 1 2019, 5:57 PM

The answer is that if you go to Rendered view and set View Transform to Default and remove the Look contrast setting, then they are identical. LookDev is fixed to Filmic.

This is not a bug because it works as intended, although I always thought it was quite arbitrary that LookDev is hardcoded to Filmic. IMO that should not be the case - it should always use the view transform. The current paradigm is too confusing. Anyway, it's still not a bug.

Anton Boiko (antonboiko) added a comment.EditedJan 1 2019, 6:10 PM

Well it should not be hardcoded if there is an option to choose. It only adds confusion even for me working with Blender since 2.6. At least it works, I'll save the adjusted default scene for our artists. Thanks William.

William Reynish (billreynish) added a comment.Jan 1 2019, 7:00 PM

A hidden workaround is to enable Scene Lights, which makes LookDev respect the view transform then. But why it doesn't just *always* respect the color management settings is beyond me.

Sebastian Parborg (zeddb) added a comment.Jan 1 2019, 7:58 PM
In T60032#591303, @Anton Boiko (antonboiko) wrote:

unless there is a specific overlay affecting the color of the active texture

There is a specific overlay affecting the representation. The texture paint overlay. If you want is to look just as in object mode, you can just set it to 0

Anton Boiko (antonboiko) added a comment.Jan 1 2019, 11:12 PM

Ok, it kinda works. But what's the purpose of this Texture paint overlay then? And why is it set to 0.8 by default?

Sebastian Parborg (zeddb) added a comment.Jan 2 2019, 12:20 AM

The texture you paint are not always what you clearly see in object mode. So you usually want to see the texture you are painting on.
If you are painting masks for example you might want to see the result. So you can with that option mix how much you want to see of the mask texture and the finished result.

Barsha (Littic) added a subscriber: Barsha (Littic).Mar 22 2019, 3:58 AM

Hi Anton, can you post picture of how you fixed the problem? I am new to blender so I am having problem with fixing this issue. Thanks bunch!

In T60032#591404, @Anton Boiko (antonboiko) wrote:

Ok, it kinda works. But what's the purpose of this Texture paint overlay then? And why is it set to 0.8 by default?

Anton Boiko (antonboiko) added a comment.Mar 23 2019, 4:38 PM

Hey Barsha, there is no fix for this issue really. The devs seem to be Ok with the situation or just don't have enough time at the moment to bring texture painting in Blender to industry standards. For now if you are doing heavy texturing work I would suggest you use the built in 3D-Coat addon (as soon as it gets working again), or maybe get a paid Substance Painter exchange plugin so you can actually paint textures the way it should be done. There is a similar problem with UV toolset, which is and always was very limiting compared to Modo or even Maya/Max, and it looks like there are no plans for upgrading this part of Blender.