Thanks for reporting. Seems like the alpha channel is affected by fill layer, which it shouldn't be. (Affecting alpha will affect alpha clipping, but only for externalities i.e. head, hands and feet.) Apparently, using COLOR_DODGE produces a result which will clip the mesh with this color combination. Solution is to not affect alpha channel for fill.
Default color is gray (77,77,77,255). Previous layer color is (77,77,77,255)
Color dodge is implemented as: b / (1 - a)
Where b is background (previous layer), a is "active" (current layer).
255 = 1.0 in float ( 255/255)
1.0 / (1.0 - 1.0) <--- I'm guessing this is producing division by zero error.
We later on saturate (clamp) the value in the shader, so maybe that's why it becomes zero.
Either way, alpha shouldn't be affected for fill layer. Fixed for next release.
Comments
Default color is gray (77,77,77,255).
Previous layer color is (77,77,77,255)
Color dodge is implemented as:
b / (1 - a)
Where b is background (previous layer), a is "active" (current layer).
255 = 1.0 in float ( 255/255)
1.0 / (1.0 - 1.0) <--- I'm guessing this is producing division by zero error.
We later on saturate (clamp) the value in the shader, so maybe that's why it becomes zero.
Either way, alpha shouldn't be affected for fill layer. Fixed for next release.
Still, alpha shouldn't be affected (which it isn't anymore), but result should definitely be saturated too (it is now).