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๐Ÿงต Untitled Thread

Anonymous No. 862562

>open blender
>make two spheres
>make two materials with UV textures
>paint one bright pink
>select other sphere
>enter texture paint
>other sphere is now slightly less saturated for no reason
>color pick it
>does not produce the same color when you paint on second sphere

who the fuck did this why the fuck would you ever want other objects in your scene to have less saturation when you're painting something else in the scene? I cannot find a way to turn this off. Yeah because when I'm painting two different objects I couldn't ever possibly want to reference the first object I painted right? What a retarded program.

Anonymous No. 862563

>>862562
isnt there a mode to see only base color? like in unreal substance painter etc..?

Anonymous No. 862564

>>862563
Ah yes. There is. But here's the fun part. Entering texture paint mode desaturates every other object in the viewport and the color picker (even with options disabled) still chooses to pick colors based on the viewport. So you get the desaturated value of the color you want. It's dog shit.

Anonymous No. 862566

>>862563
And the best part is even if you did somehow get the correct color YOU WONT FUCKING KNOW BECAUSE EVERYTHING ELSE IS DESATURATED AND IT'S IMPOSSIBLE TO ALIGN THE COLORS WHILE PAINTING

Anonymous No. 862568

>>862564
hm im no blender expert but i think you can open 2 viewports: one with bc only and the other how ever you want it although its tedious, why are you using texture paint in blender? use pirated substance painter and ya set cuh

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Anonymous No. 862573

>set viewport shading to flat
>switch view transform back to srgb
>be a reasonable person that has "hide inactive geometry" disabled

I don't see the problem

Anonymous No. 862575

>>862573
that's because you're not doing it right. Make 2 objects. Paint one. Select the other object, and now try to paint the second object with the same colors using the first model as the reference. It desaturates the colors of the other model. You could argue I should just reference the UV texture directly and I could but then the other object is still desaturated and there's no way to know if it's correct. The problem here is the viewport desaturating the color of the other objects in the scene when I don't want them to. In fact I'm going to type that twice because you don't seem to understant the issue:

The problem here is the viewport desaturating the color of the inactive objects in texture paint mode and there's no way to turn that option off.

Anonymous No. 862576

>>862575
Don't they have a bugtracker site in Blunderland?
Or are they too busy virtue signaling their wokeness to squash bugs

Anonymous No. 862582

>>862575
did you seriously make a whole thread about not knowing how to turn off fade inactive geometry.

Anonymous No. 862584

>>862582
Yes. and now I have my answer so the thread was a success.

Anonymous No. 862587

>>862564
i think you need to turn off "Fade Interactive Geometry" in the Overlays options

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Anonymous No. 862588

Just select colors from the texture on the texture viewport directly.

Anonymous No. 863259

>>862584
You are a class "A" retarded, but then again the whole /3/ is filled to the brim with stupidity of the highest order.

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Anonymous No. 863359

>open blender
>make two spheres

Anonymous No. 863378

>>863359
>open blender
>leaves