Texture Paint: Color picker picks up UI and Overlay colors #81673

Closed
opened 2020-10-13 13:29:09 +02:00 by gobb_blend · 10 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00

Blender Version
Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: 3e85bb34d0
Worked: never

Short description of error
When picking a color using the color picker / eyedropper (shortcut: S) in Texture Paint mode, be it in the Image Editor or 3D Viewport, the cursor picks up all the colors displayed on the screen instead of just the colors of the texture.

Exact steps for others to reproduce the error

  1. Open new file
  2. Switch to Texture Paint workspace
  3. Create new texture
  4. In the Image Editor or 3D Viewport, hold S and hover over anything that isn't the image.

The cursor picks up the colors of the mesh overlay in the image viewer, it picks up all the UI colors, the colors of the axis grid in the 3D viewport, the navigation widget and more.
As long as "Sample Merged" is off in the picker settings, all it should be picking up are the pixels of the active image texture.
This unexpected, erroneous behavior can be a huge annoyance when wireframe, annotations, or other UI elements get in the way of the cursor, and that happens constantly while painting -- especially regarding the wireframe, because it's a necessity to have it on while painting in the Image Viewer.

I see how this picker behavior can be useful when creating a custom UI theme and picking colors from existing UI elements, but for all other use cases it's just a very unpleasant bug that makes painting needlessly difficult.

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 **Blender Version** Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: `3e85bb34d0` Worked: never **Short description of error** When picking a color using the color picker / eyedropper (shortcut: S) in Texture Paint mode, be it in the Image Editor or 3D Viewport, the cursor picks up all the colors displayed on the screen instead of just the colors of the texture. **Exact steps for others to reproduce the error** 1. Open new file 2. Switch to Texture Paint workspace 3. Create new texture 4. In the Image Editor or 3D Viewport, hold S and hover over anything that isn't the image. The cursor picks up the colors of the mesh overlay in the image viewer, it picks up all the UI colors, the colors of the axis grid in the 3D viewport, the navigation widget and more. As long as "Sample Merged" is off in the picker settings, all it should be picking up are the pixels of the active image texture. This unexpected, erroneous behavior can be a huge annoyance when wireframe, annotations, or other UI elements get in the way of the cursor, and that happens constantly while painting -- especially regarding the wireframe, because it's a necessity to have it on while painting in the Image Viewer. I see how this picker behavior can be useful when creating a custom UI theme and picking colors from existing UI elements, but for all other use cases it's just a very unpleasant bug that makes painting needlessly difficult.
Author

Added subscriber: @gobb_blend

Added subscriber: @gobb_blend
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Philipp Oeser self-assigned this 2020-10-13 14:07:09 +02:00
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

This first tries to get it directly from the mesh texture, and in the 3DView this succeeds for me (whenever the cursor is over the mesh it does not pick up any of the [UI] elements you were mentioning)
Only when outside of the mesh it starts picking these up (reading pixels from the buffer GPU_frontbuffer_read_pixels)
I still think it is useful to have this fallback in the 3DViewport.

For the Image Viewer this can get annoying, yes, think we can improve here if Sample Merged is OFF.

Note this is not a bug, rather a TODO, but I will look into this after bug fixing for 2.91 has ended.

This first tries to get it directly from the mesh texture, and in the 3DView this succeeds for me (whenever the cursor is over the mesh it does not pick up any of the [UI] elements you were mentioning) Only when outside of the mesh it starts picking these up (reading pixels from the buffer `GPU_frontbuffer_read_pixels`) I still think it is useful to have this fallback in the 3DViewport. For the Image Viewer this can get annoying, yes, think we can improve here if `Sample Merged` is OFF. Note this is not a bug, rather a TODO, but I will look into this after bug fixing for 2.91 has ended.
Author

In #81673#1033101, @lichtwerk wrote:
Only when outside of the mesh it starts picking these up (reading pixels from the buffer GPU_frontbuffer_read_pixels)

I'm sorry, no. Simply activate the wireframe overlay in the 3D Viewport to see what I mean. The color of the wireframe is getting picked up by the color picker.
The same goes for all other 3D Viewport overlays such as the Normal Orientation, Cavity, X-Ray etc.
Overlays should be ignored completely by the color picker unless Sample Merged is on.

In my humble artist opinion, they should be ignored even then. As I see it, the purpose of Sample Merged is to pick up the end result of the material output node.

> In #81673#1033101, @lichtwerk wrote: > Only when outside of the mesh it starts picking these up (reading pixels from the buffer `GPU_frontbuffer_read_pixels`) I'm sorry, no. Simply activate the wireframe overlay in the 3D Viewport to see what I mean. The color of the wireframe is getting picked up by the color picker. The same goes for all other 3D Viewport overlays such as the Normal Orientation, Cavity, X-Ray etc. Overlays should be ignored completely by the color picker unless Sample Merged is on. In my humble artist opinion, they should be ignored even then. As I see it, the purpose of Sample Merged is to pick up the end result of the material output node.
Member

In #81673#1033404, @gobb_blend wrote:

In #81673#1033101, @lichtwerk wrote:
Only when outside of the mesh it starts picking these up (reading pixels from the buffer GPU_frontbuffer_read_pixels)

I'm sorry, no. Simply activate the wireframe overlay in the 3D Viewport to see what I mean. The color of the wireframe is getting picked up by the color picker.
The same goes for all other 3D Viewport overlays such as the Normal Orientation, Cavity, X-Ray etc.
Overlays should be ignored completely by the color picker unless Sample Merged is on.

Cannot reproduce here, this is what I get:
#81673.webm
#81673.blend

Does it not work for in above file?
What am I doing wrong?

System Information
Operating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits
Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66
version: 2.91.0 Alpha, branch: #81670 (modified), commit date: 2020-10-13 13:34, hash: ae609346ee, also tested 2.90.1

> In #81673#1033404, @gobb_blend wrote: >> In #81673#1033101, @lichtwerk wrote: >> Only when outside of the mesh it starts picking these up (reading pixels from the buffer `GPU_frontbuffer_read_pixels`) > > I'm sorry, no. Simply activate the wireframe overlay in the 3D Viewport to see what I mean. The color of the wireframe is getting picked up by the color picker. > The same goes for all other 3D Viewport overlays such as the Normal Orientation, Cavity, X-Ray etc. > Overlays should be ignored completely by the color picker unless Sample Merged is on. Cannot reproduce here, this is what I get: [#81673.webm](https://archive.blender.org/developer/F8987616/T81673.webm) [#81673.blend](https://archive.blender.org/developer/F8987594/T81673.blend) Does it not work for in above file? What am I doing wrong? **System Information** Operating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66 version: 2.91.0 Alpha, branch: #81670 (modified), commit date: 2020-10-13 13:34, hash: `ae609346ee`, also tested 2.90.1
Author

@lichtwerk
You're right.
I tested this on everything except the 3D Viewport in the latest 2.91 alpha.
I'm surprised to see they fixed this issue in one of the windows, but not both.
Sorry for the confusion. As you said, what's left to fix now is the Image Editor.

@lichtwerk You're right. I tested this on everything **except** the 3D Viewport in the latest 2.91 alpha. I'm surprised to see they fixed this issue in one of the windows, but not both. Sorry for the confusion. As you said, what's left to fix now is the Image Editor.
Philipp Oeser was unassigned by Jeroen Bakker 2020-11-02 08:47:51 +01:00
Jeroen Bakker self-assigned this 2020-11-02 08:47:51 +01:00
Member

When researching #82093 (Can't Sample the correct color from non-color images) I came to an easy fix for this TODO. as there were 2 color samplers implemented, it just didn't use the correct one when painting.

When researching #82093 (Can't Sample the correct color from non-color images) I came to an easy fix for this TODO. as there were 2 color samplers implemented, it just didn't use the correct one when painting.

This issue was referenced by f93081a01b

This issue was referenced by f93081a01b7bf484f51fb7d70ac8a8fd90a59d8c
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#81673
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