At one point, solid modelling two parts of different colours would preserve colours unless UsePartColor was toggled in which the whole union would assume the colour assigned to BrickColor. I can’t quite seem to replicate this behaviour anymore and I require it for my current model’s aesthetic.
In the image above, I have marked the pieces of a carved-out sphere I created. The red marking is meant to be brown (it is) and the green marking is meant to be red (it is not).
I’ve separated and reunioned this several times, recreated the model and disabled CSGv2 to attempt to get this behaviour. None of that worked, while disabling CSGv2 was just a colossal failure where the inner sphere meant to hollow out the outer one just disappeared upon completing the union.
Without using some dirty workaround that involves more than two spheres (unless that is literally my only option), could someone tell me how I can carve out a sphere while having two different colours on the out and inside?
I forgot to include this in the thread: they are of different colours. I wouldn’t have created this thread otherwise because then my colour differences would actually show. My bad for not including that information from the get-go.
Here are the pieces of the overall union (I changed the inner carving to white to test colouring):
Really bizarre. I was testing out the issue on my own end to see if I could offer a fix, but it was working fine for me so I thought you were just bonkers or something. What could have caused that? A bug?
Frankly, I haven’t the slightest. I was scrambling around the DevForum for threads and posted my question to Discord as well. Finally I decide to post a thread here because CSGv1 vanished my negations and CSGv2 didn’t support the behaviour I was looking for.
Decided to have a few tries at this while the thread was up and I was responding via Discord regarding the question I asked there. Disabled CSGv1 again, moved the inner carving back in, negated both that and the entrance carving, suddenly the colours are there.
I doubt it’s a bug, rather something I did and overlooked. Still don’t know what I did but it works now.