I have a spawner which creates balls and applies a “random” color from a list to the material.
The problem I am having is the blue’s despite having a different rgb value from one another, are all rendering in one or two shades of blue, where in the random colors I have 8 shades of blue. The other colors are behaving similarly.
Just wondering if there is a limit to what colors can be used as material shades before I waste a lot of time figuring out why it is doing this.
I don’t know of a limit. There shouldn’t be one (or at least, it’s very very high).
If the default color is white, the color is probably tinting the existing texture using multiplication. For example, if the base texture is purple (1,0,1) then color can’t ever add any green to it. Blue (0,0,1) and greenish blue (0,1/2,1) will both come out the same.
Try with a pure white texture (or very light) and you might see more changes.
I finally figured out what was wrong, I forgot to divide my conversion, so I was trying to put in 0-256 instead of 0-1. Divided my numbers by 256 and it fixed it. Had this problem twice now, you’d think I would remember.