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adrieOlie avatar adrieOlie commented on August 24, 2024

I am also having the same problem. I thought it was left over data when I first baked the material ID but this is on a previous version which hadn't been baked on. (I am using Blender 2.83.2)
image

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SavMartin avatar SavMartin commented on August 24, 2024

Are you working with a AMD graphics card?

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JustSaiyan01 avatar JustSaiyan01 commented on August 24, 2024

Yeah I have a AMD GPU, specifically a Vega 56 and I'm on driver version 20.7.2.

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SavMartin avatar SavMartin commented on August 24, 2024

Ít a Blender bug , try download last drivers of graphics card..

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Losco-Nosciuto avatar Losco-Nosciuto commented on August 24, 2024

I am having the same issue on an RTX2080S @SavMartin
image

I thought it was some weird blend mode between residual material colors and the new ones but happens in the new model too :(

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Losco-Nosciuto avatar Losco-Nosciuto commented on August 24, 2024

Just to be sure I tried on a friend of mine's PC, who has no AMD parts at all, it's all NVidia and Intel. He tried both on a current gen PC and a Past-Gen PC.
The result is the same.
The colors gets randomly mixed without any apparent sense. Mostly it seems to use purples in different scales, yellows are a rarity without photoshop. Idk what criteria this bug happens on, but it has nothing to do with AMD, both GPUs or CPUs.

Hoping to be of any help

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JustSaiyan01 avatar JustSaiyan01 commented on August 24, 2024

Been a while since I've also gave an update. Just came to mention that this still happens even on the latest AMD drivers 20.11.1 ; this even happened on driver version 20.9.2. As others are now reporting this happens on Nvidia cards, maybe it's not a driver issue.

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Losco-Nosciuto avatar Losco-Nosciuto commented on August 24, 2024

Nah, It's abandonware.

better go look for an alternative or rely on vanilla blender tools for UVW and baking at this time.

Also the unresearched "It's a Blender bug, update graphics card drivers" along with "it's due to AMD stuff" isn't convincing at all.

That's bad because I loved the 3DS Max version of it

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franMarz avatar franMarz commented on August 24, 2024

Material ID assigns a unique, distinguishable color to each uv face based on its material ID (material slot order) for every object on the bake, this is the designed behaviour, and the way this type of mask generation works in other packages across the industry. I'm going to change it, so that the unique color is linked to the material name, not the material slot, for the result to be more predictable when baking multiple objects. Maybe this is not the desired outcome for all the users though, we'll see.
The color is going to be random still after the patch. If you want that color to match the diffuse color, just use diffuse baking.

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