why does my mask tint my model in the areas that shouldnt have color.

does anyone know why my building is being tinted brown? i’m doing the same method with my fonts texture, but it only browns when i use my wood grain trim sheet. i’m using 3 different UV sets., i really don’t know why its working this way with one texture and not the other. so anything that has wood on it has a uv set for just the grain, while the base color is handled by the first UV set. it works perfectly for my logos/fonts texture and UV set but when i apply this grain one it tints everything brown. if an object does not have UV’s does it generate them for that UV set somewhere? i’m so confused.

Heres what it looks like before i lerp in this mask, it doesnt actually matter what UV set im using or what order i lerp it in. it just always tents my model.

Im using the same method to mask in the various fonts on my building. they are using the second UV set for the objects that i want to get the logos and fonts. but it doesnt tint my model like the wood grain trimsheet does. i tried doing a black and white trim sheet and then lerp in a v3 color and it still tints everything. i really dont understand whats going on.

Here’s my graph.

the preview look as it should, but on my model i get this brown tint in areas that dont have UVs in the 3rd UV channel. super weird.

Meshes without UV-map will assume a single colour when they have a texture applied to them. I have noticed you are not using a TexCoord node on your UVs-input of the grain texture. That node will be needed to define the UV-channel the texture should use (“Coordinate Index” under details when selcting the node.)

thanks but i know that, and it didn’t help. i use this setting in the texture itself if i’m not doing anything special with the textures.

319350-texcord.png

Also that doesn’t explain why my logo texture map does not cause a solid color tinting that the wood grain texture does. regardless of which uv set its using.

Heres what it looks like with no other uv sets applied and just the base color.

Heres with only the logos

as you can see here without the wood grain texture there’s no tinting of the scene when using only my logos. there has to be some wacky interaction with the uv space.

so my work around for now is to create a uv in the wood grain UV set of all the things that dont have wood grain and scale it so small that it doesnt touch any of the white of the wood grain trim sheet mask.

Here’s the final result. id really love it if i knew why its doing it for one texture but not the other, i can only assume its a texture coverage issue or something, because my logo texture uv space isnt filled as much as my wood grain texture.

ughh my comment didnt post i think? i typed soo much… but i came up with a work around where i just scale the uvs really small so that they dont touch the wood grain mask. not optimal workflow but it works.

also i set the texture cords in the texture itself if im not planning on doing anything with the uvs.

319350-texcord.png

the real question is why does it not tint my model with the texture im using for logos and fonts…there’s no uvs for the rest of the model except for the ones that get the fonts. really really weird.

Here’s what it looks like with the work around.

Oh, I didn’t know Const Coordinate was basically the same thing as Coordinate Index. lol. I usually don’t work with multiple UV channels.

It might have a tint that’s too small to notice, you could test this by using the grain texture instead of the logo texture. Perhaps you can try to unwrap the remaining surfaces into the third channel and stuff them into a corner where they will not be affected by the grain.