Texture Paint: Color Sampling ignoring Texture Interpolation setting #88440
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Reference: blender/blender#88440
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31
Blender Version
Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash:
02948a2cab
Worked: ?
Short description of error
The color picker in "Texture Painting" mode ignores the interpolation method the texture uses. It always seems to sample the color as if the texture interpolation was linear, even when it is set to something else.
Exact steps for others to reproduce the error
blender_colorPicker_ignoringTextureSampling.blend
Expected Behaviour
Color sampler samples what the user sees in the viewport and doesn't ignore the texture interpolation.
Added subscriber: @JJG
Also just to make this more obvious without needing to understand what I wrote above or opening the example file.
Added subscriber: @EAW
Changed status from 'Needs Triage' to: 'Needs User Info'
Thank you for the report. The picture is helpful for conveying the issue you are experiencing, however, I cannot reproduce the issue.
I tested 2.92, and 3.0. Are you able to have the color picker select the magenta color between the blue and the red even when the interpolation is set to
closest
?Tested using:
OS: Windows-10-10.0.19041.630-SP0 64 Bits
GPU: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
Yes, the color picker seems to do all sorts of craziness for me when I use closest. Here is a video of it. Also seems like it works a bit strangely with linear interpolation.
colorsamplerTextureInterp.mp4
Changed status from 'Needs User Info' to: 'Confirmed'
Added subscriber: @lichtwerk
Ah, I was using the
E
shortcut over the color bar, which activates the eyedropper modal, which confirms the sample upon mouse release. I was just clicking (press & release) at single points.I can confirm that the
S
sampling shortcut does indeed sample using linear interpolation in the 3D viewport, unlessSamples Merged
is checked.Looking at the key map, I see that the eyedropper modal will continuously sample as long as the left mouse button is held down. This too samples using linear interpolation.
I don't think this is technically a bug, as void paint_sample_color has
bilinear_interpolation_color_wrap
.I will mark as confirmed based off of @lichtwerk's confirming #88300 (Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)) as a
TODO
.I was not able to sample the correct colors with
E
either, the behavior seemed identical to the one seen in the video where I useS
.I would argue that void_paint_sample_color should sample what a user actually sees instead of something completely different, there is no way for a user to look at the current behavior and conclude that it makes sense, a user would probably just think it is broken.
Also naive question but couldn't a lot of this be solved by sampling directly from the
DiffuseColor
buffer? The same one you can access from EEVEE.This was actually fixed by
0d43ff43a4
, no ?Changed status from 'Confirmed' to: 'Resolved'
Seems so, will close this as resolved, feel free to comment again if this is a misunderstanding (we can always reopen in such case)