Named Color keeps changing

I have a bunch of multimaterials that are essentially the same material, but have to be different materials. One has radial brush. Another has a label. Etc.

But I keep needing to tweak the colors, so I named the colors, which links them. If someone knows how to sort the scene colors, I would love to know.

The problem I’m having is, on one material I’ll change the named color. Great, I’m satisfied with that. But I notice one of the materials seems off. So I go there, and notice I had changed the value or contrast on the Color Adjust node. As soon as I change that, BAM. All of the materials with that named color get updated to what I think is the previously used named color.

This seems like a bug to me, but I figured I should check with the community to see if there is a way around this.

If you send a dummy scene with that multi mat, we can test it in the latest beta. There are new features with colours.

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Assuming the intended use of naming a color and using that named color elsewhere is supposed to keep them linked, then there is definitely a bug.
The problem is that I’ve got it the color referenced in dozens of materials at once. Occasionally the color just flips out.

I’ve narrowed it down a little bit, but is still inconsistent enough to understand the cause. If I have a color to number node before a color adjust and make a change, especially the “smooth” checkbox, then often the color changes. I Think it changes to a previous version, but since the changes aren’t huge like going from pink to green or something it’s difficult to tell.

I didn’t realize until today that the color to number inputs a color in the value mode, but only outputs a single value, so automatically changes colors to grayscale. I thought it applied the value change with RGB in and RGB out.

I may also be using “smooth” when it may not matter. It’s hard to tell without testing, but it Seemed that if I take values that are close together, but are float values, then I can use that button to make sure the values aren’t banded if I end up expanding the values.
So if I have something like .5 to .7 and output that to 0-1, I thought it would have visible steps without the smooth button, but documentation maybe indicates that is only applicable for bump maps? I’m not sure how that would make sense though because Keyshot only allows you to use a single node before a bump or a bump add, so you can’t modify it outside of the original node.

This is (and always was) the normal behaviour with that node. The output is a value (number) which can be previewed as color (0 = black and 1 = white)

Could it be that you mixed linked colors and linked materials (a bit)?

Without looking into these material(s), we’re forced to guess.

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