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Alpha channel problem


gpro
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Sometimes you need to do a bit of Photoshop on that stuff. Ummm... does Total Textures give you separate alpha and color files? I don't have any of their stuff. If they do it may be as simple as putting some extra green around the plant in the color map, and doing a filter on the aplha...

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Make sure "straight alpha" is unticked in the Render Settings>Save > dialog box.

 

Also make sure your Antialiasing is set to 'Best' in Render Settings.

 

V. rarely I get a kind of corrupted object when rendering (comes out jagged) - usually something that's been imported via dxf.

I find if I subdivide it once, sometimes twice, it smooths out. Never been sure what that was about.

 

Hope that helps.

 

D.

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Looks Like the opacity of some component of the Material is showing in the rendered alpha.

 

Using multi-pass? or just striaght out of the save settings for the alpha?

 

 

Apologies...if I'm totally off the mark. Got a 15 count per frame multi-pass lights, alphas, ill......just for a particles-falling comp pass, just getting ready to render now. Wanted to post having just been through a MF of a set up for seperates lights..yadayada.... but the opacity, probably in the material's alpha, could be the culprit. If not sorry for rambling, a bit warn out ;)

 

WDA

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Make sure "straight alpha" is unticked in the Render Settings>Save > dialog box.

Also make sure your Antialiasing is set to 'Best' in Render Settings.

V. rarely I get a kind of corrupted object when rendering (comes out jagged) - usually something that's been imported via dxf.

I find if I subdivide it once, sometimes twice, it smooths out. Never been sure what that was about.

Hope that helps.

D.

 

 

Straight Alpha! That was it. Thanks! I thought straight alpha was a better choice for compositing animation. Am I wrong?

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Straight Alpha! That was it. Thanks! I thought straight alpha was a better choice for compositing animation. Am I wrong?

 

-You're welcome.

 

-Can't remember exactly...probably a case of reading it up in the manual.

There was something about that in there, I think...

 

D.

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