Geometry Nodes: Color mix nodes don't effect the alpha #104401
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Reference: blender/blender#104401
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System Information
Operating system:
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Blender Version
Broken: 3.4.1
Short description of error
whenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode.
Exact steps for others to reproduce the error
Added subscriber: @shmuel
Geometry nodes are like shader nodes I think: color sockets don't carry alpha. That's why eg. the Image Texture node has a separate Color and Alpha socket.
That makes the alpha appearing in the color picker misleading of course.
This isn't true. Geometry nodes are different than shaders, seeing as thay have a separate answer combine color nodes that have an alpha socket. I didn't make this bug report because I was bored; I ran into an issue where I'm trying to do math with quaternions - a 4 dimension number and am using the color sockets for it - and when I do math operation I don't want to separate the color into its components do the math and then recombine it. That's just inconvenient.
You're right, my bad. (I wonder why they're separate on some nodes and not others though.)
edit: I think the problem is the geo node code ends up going through the same
ramp_blend
function that the shader node code uses, so just like for shader nodes, it operates only on the first three components (the alpha of the A operand goes through unchanged).will check
ramp_blend
, that used inMixColorFunction
work only for rgb channels. Seems to this on the plan. But this can be changed?so will this be fixed anytime soon?
This is not a regression, and geometry node haven't to copy shader functionality. So we have to wait some devs with answers.
The Mix Color node was ported from the Shader nodes which only support RGB channels.
The composite Mix Color node does have an use alpha mode.
From manual:
If activated, by clicking on the Color and Alpha icon, the Alpha channel of the second image is used for mixing. When deactivated, the default, the icon background is a light gray. The alpha channel of the base image is always used.
This behaviour could be ported to the GN Mix Node but some kind of design or decision would need to be made.
I don't believe that is what I mean. I think what you're saying to implement is, using the second or fist alpha as the mix factor. I'm taking about having the alpha's effect each other in the same way r, g, and b are.
I missed your use case about quaternions. Longer term I think there are plans for quaternions so in the meantime it is probably better to create node groups for the functions where you need to handle the extra channel of data. Even though RGBA is four channels of data it is conceptually different to WXYZ or XYZW!. Alpha support varies between different areas of Blender.
color mix nodes don't effect the alphato Geometry Nodes: Color mix nodes don't effect the alphabtw, why is this still open?