color type alpha channel not yet implemented (for attribute mix node) #89795
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Reference: blender/blender#89795
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Hello
It seems that the attribute mix node do not mix alpha's properly, for example, when mixing a color with alpha of 1 and color with alpha of 0, no interpolation is done, therefore the result is not accurate (same for every other caclulation method it seems)
Overall the 4th channel of this color vector type is straight out ignored during the calculation and i believe that this attribute mix node did not implemented the color type properly?
On a side note: there's missing RGBA to color and color to RGBA attribute separate node, therefore, for the time being, this 4th channel is impossible to access properly, but i suppose this will be adressed shortly with the new attribute field proposal is implemented?
Here's an example of the issue, tested on latest 3.0 alha build
Added subscriber: @mynameisokp
color alpha channel not yet implemented for attribute mix nodeto color type alpha channel not yet implemented (for attribute mix node)Added subscriber: @PratikPB2123
Added subscribers: @JacquesLucke, @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Well, I can confirm, it is always using
ramp_blend
inMA_RAMP_BLEND
mode since the introduction ind72ec16e70
.@JacquesLucke : should we be using
blend_color_XXX
instead? (like we do for CustomDataLayers)? These seem to support similar blend modes (and take alpha into account properly).If so, I could look into making that change...
Wonder what shader and compositor nodes are using. Generally, I'm not opposed to using
blend_color_xxx
, haven't looked into it in detail now.Added subscriber: @HooglyBoogly
I think the change makes sense. It also means we could refactor the node to avoid the switch statement for the blend type on every single loop iteration. Are you still interested in doing that @lichtwerk? I could do it otherwise.
Actually, looking at this other set of functions, it seems they also don't do what we want, since they use the alpha value of the second color for mixing instead of a separate float factor.
@HooglyBoogly : probably wont have time short-term, so go ahead.
Added subscriber: @BorekBures
Until this will be fixed, here is a small workaround. If you keep the alpha separate from the color, you can mix it separately and merge it back into the RGBA color using these nodes.
Changed status from 'Needs Developer To Reproduce' to: 'Archived'
Will close this because the node used in the original report is deprecated. A new report could be created. I'm not entirely sure how this should be fixed without possibly breaking existing files.