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Weight Painting overlay is affected by the material color
Open, Confirmed, MediumPublic

Description

System Information
Operating system: Linux
Graphics card: GeForce 1050

Blender Version
version: 2.80 (sub 44), branch: blender2.7, commit date: 2019-02-11 23:10,
hash: 036ec5cae4f7, type: Release build date: 2019-02-12, 00:32:25

Short description of error
Weight Painting renders in Green->Black colormap.

RGB = normal red-thru-blue weight colormap.
gb = green-to-black colormap.

Wire      Solid      LookDev    Rendered

Cycles: RGB RGB gb gb
eevee: RGB RGB gb gb
Workbench: RGB RGB --- RGB

The wireframe-mode is too dark to work with.
The "dithered" in all Solid-modes is too light to be useful.

Regarding the 4 combinations labelled "gb" (green-to-black) in the above table:
Sometime when toggling between modes, you can briefly see the rendering pass through the correct RGB colormap (for less than a second), before it is overlaid by the persistent green-to-black rendering.


On a semi-separate issue,
the LMB select mode for Weight-Paint(mesh) + Pose-Mode(armature) is broken / unworkable.

User Prefs » Keymap » Select_With » RIGHT
The original RMB-select workflow still works for Weight-Painting...

but then where to find the Context-Menu?

Exact steps for others to reproduce the error
see attached .blend file.

cycles Rendered:

eevee Solid:

eevee Rendered:

workbench Wire:

workbench Solid:

workbench Rendered:

Note: the Solid rendering appears more usable in these Thumbnails, than it actually is full-sized. View images full-sized to see how pale the colors are.

Details

Type
Bug

Event Timeline

here's that table formated a bit better...

RGB = normal red-thru-blue weight colormap.
gb = green-to-black colormap.

WireSolidLookDevRendered
CyclesRGBRGBgbgb
eeveeRGBRGBgbgb
WorkbenchRGBRGB---RGB
Sebastian Parborg (zeddb) triaged this task as Confirmed, Medium priority.

You simply deactivate Show whole scene transparent (the button next to the Overlays menu) to get rid of the dithering in solid mode.

The reason for the missing colors in the other modes is because of the color of your hand material. It seems to act as a filter.
If the material is red, only red colors will show on the weight paint overlay and the same thing for blue and green too.
I would think that this is a bug as material color shouldn't affect the weight paint overlay when it has 100% opacity.

Sebastian Parborg (zeddb) renamed this task from Weight Painting renders in Green->Black colormap to Weight Painting overlay is affected by the material color.Wed, Feb 13, 10:47 AM

Thanks for the solution to the dithering issue -- works great, looks great!

Re: the colormap issue (Green->Black).
Ok. I see what you're saying... so the material color is combined with a Multiply mix-mode or some such. I can work around that now that the dithering issue is resolved, but other new users will ask about this again.

Thanks!

@shannon zachow (shannonz) You can set the viewport color to be all-white and the lighting to be Flat. This will allow you to see your weights without being mixed any material colors or lighting.