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How to disable Color blending / fading.


CoatFly
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I have a problem i do not get solved for days. It got better. but still not perfect.
I try to paint faces, just with a simple solid color. But as soon i start to
paint a face next to other face. The colors sometimes fade and everything get screwed.

image.thumb.png.163bc396ed5c5d81f10b7b65c91a8510.png

 

Why is 3D-Coat add color blending for one face to other face ? It's really soemthing i do not see why it happens.

Bigger problem, i cannot find how to turn it off. tried  padding, IslandDistancPercent, Flat Shade.
Nothing really seems to helps. Now working with a 2048 texture that not make any difference to.

3D-Coat keeps painting into other UV part that's complete seperated on the UV-Map to.
While it only need todo one thing, fill that face with the color i selected up to the edge of the face.

Depth and Glosiness are turned off when filling a face with the Brush tool -> single polygon.

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Update, i just found option "Native Padding" that make things better.
Also figured out that the problem face is is put in a set
with 2 other faces and is just between the 2.
Used the auto rigger in 3d-coat, it's doing a perfect job for this object.

image.png.4ae45cdd01c8460466ed68db5bc5d5c3.png

But, still not figured out why 3d-coat is doing still autoblending
when i need a hard color change between the 2 faces.

 

 

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3 minutes ago, Carlosan said:

Hi 

Stroke mode > Simple Polygon could help ?

That is what i use all the time.
And that gives me sometimes a different color between 2 colors.
Sorry to say that does not work always.

Still asking myself can the UV tile size be a problem.
Problem is that you cannot set in 3D-Coat the minimum UV-Tile size ?

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I know that workflow of paint straight on the UV-Map worked.
problem is that with this 3D-Coat unwrap it's extreme hard to find the right parts.

Still not figured out why you could paint correct on
the uv-map but on the object it did strange things.

So, i need to try tounwrap it correct this time in blender.
For some reason a bit trick with this object to unwrap and not get wrong rotated tiles etc.
While it would be so easy if 3D-Coat just did not do some strange blending.

Like to know why 3D-coat is doing that blending
between red and cream color. I cannot believe there's no option to disable it.
More testing needed here ! :)

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Correction, sorry. Just tried to paint that red part on the UV-Map. It does not make any difference.
This i painted straight on the UV-Texture in the Texture editor.

image.png.c5f2853f033cf0be8425962ab94a3803.png

I keep that shadow. The shad only goes away when i p[aint the cream color in the same purple one.

:nea:

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@Carlosan

Yes flat shade is on. It does not make any difference.
If i use the eraser tool it still shows a bledn shadow.
Going to try different UV map and see what happens.

image.png.702070d2f38d550283ee9fda84a9e2b2.png

The grey part is how it looks after the eraser.
I just made the cream color brown to. And the fading is still there.

image.png.ea4523691a7d9231685a6467a0ba4d11.png

image.png.d64d107d17110b95a502c805fdbf5732.png

 

ADD: I made my own UV map. that have all split faces,
nothing is joining each other. Then 3D-Coat is making shapr lines.

So, still why thinks 3D-Coat it need to make a soft blend
between 2 faces if the uv-map joining it as a big tile ?

Edited by CoatFly
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