OS: Windows 8.1 64 bit
GPU: GTX 970
Broken: (2.78a Hash: e8299c8)
Worked: (issue has existed for awhile)
Short description of error
Hello, I thought I should report some bugs that have become quite prevalent now that I'm doing more texture painting in Blender.
- The first bug is with the Smear tool, which, when used in the UV Image Paint editor, results in solid black smearing on an image with an alpha channel IF any portion of the brush radius is touching the transparent alpha region when a stroke is made. (The black is the result of the base color of the image before 0 % alpha is selected. If your base color was white, then it will smear solid white in, etc.) This is illustrated in the attached photo: the bottom 3 strokes were made with the smear tool fully within the opaque pixels. The top 2 strokes were made with part of the brush overlapping into the alpha region, and the solid black result is visible.
As you can see in the image below, smear strokes made from within the 3D viewport appear "correct", whether blending out into an alpha region or whether blending in from one. The 2 bottom strokes were made in the UV Image Paint Editor and you can see the difference.
However, something is still off with the way alpha is handled, even in the 3D viewport, as dark edging is clearly visible at the borders of the alpha. This resembles exactly what a premultiplied alpha image looks like when incorrectly set to straight, but it makes no difference switching between Straight or Premultiplied alpha in the image preferences within Blender.
Also, this incorrect darkened edge will be baked into the final texture if Blender is used for texture baking, however, if you export all your individual paint layers and composite in GIMP for example, the alpha will display correctly.
- The final bug is with the UV Image Paint Editor not respecting the Global Hotkey setting for brush radius when I have the "F" key assigned to something else. I like to keep all transport controls at one hand, which is extremely useful for animation, hence I have Play/Pause = Spacebar; F = Step forward; D = Step backward; Q = Jump to start; E = Jump to end.
This all works perfectly fine in the 3D viewport even when Texture Painting, with the "F" key correctly adjusting brush size when the mouse focus is in the 3D viewport, and the "F" key correctly stepping forward 1 frame when the mouse focus is the Timeline. Unfortunately, the same cannot be said when the mouse focus is the UV image editor, resulting in the "F" key stepping playback forward rather than adjusting brush size.
It would be so fantastic to overcome these limitations, helping to make Texture Painting workflows in Blender even better. :-)
Thank you so much for your time in looking into this!