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A forum post by TheBeardyMan

Sorry, should have made it clearer that I was talking about the use case where you want to make an art mode brush cycle through multiple colours in a single stroke - to make that happen, you have to add the colours to the colour mixer and spin the shape that you get.

One of the problems with that colour mixer is that you can drag a maximum of six colour blobs into it - allowing any sculpt to be dragged and dropped into the colour mixer, with the whole sculpt replacing the blobs, would allow more colours.

Also, for me, the "shape that you get" in the colour mixer is part of the problem. Looking at the colour mixers in the default palette, they're all neat hexagons of blobs. The results that I get aren't anything like that. For the first two or three blobs, it goes OK - it looks like I'm going to get a neat hexagon. But then things start to go wrong - the next blob will be much bigger than the previous ones, and the next one after that will be much bigger again. The shape that I end up with after adding six blobs looks like I tried to make a scorpion's tail with soft blended spheres.

When I was talking about the mathematical complexity of the shapes, I was trying to make the point that it should be possible for Mm to implement this. When you spin a colour mixer, the current colour of the art mode brush is determined by casting a ray at that spinning shape and choosing the colour of the point where it hits. You can even see the point where the ray hits - a white spot is rendered there. Suppose that instead of making a hexagon of soft blended spheres of different colours by dragging blobs into the colour mixer, I made a simple sphere sculpt, coloured its segments like a beachball, and dragged and dropped that into the colour mixer - a raycast to intersect the surface of a sphere is a lot simpler than a raycast to intersect the surface of a cluster of soft blended spheres.

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