CompuServe Messages

#ALPHA CHANNEL

    28-Sep-94 17:35:43
Sb: #ALPHA CHANNEL
Fm: Marion K. Marks 70700,2777
To: SUS [SEA] 100274,3525
That's my question as well. Those Alpha Channel buttons in the Yost IPAS Boutique #1 .IXPs (Flare, Hilite, Glow, Blur, etc.) appear to be utterly useless. Here's why: the instructions SAY that they will look at the Alpha Channel of the item above them in the Video Post queue, assuming that said item is 32-bit (has an Alpha channel) and that Use Alpha is On. This is apparently not the case. Apparently they instead look at the ACCUMULATED Alpha of ALL the Video Post queue entries above the .IXP entry whose timelines overlap at that frame. In other words, they look at the Alpha channel of the CURRENT COMPOSITED IMAGE being built, as it has been composited through the various layers! The problem is, ANY PIXEL THAT ISN'T BLACK in the accumulated composited image is going to have an Alpha value greater than 0, or else it WOULD be black! Solids and Gradients have completely white Alpha. KF Scenes have Alpha according to transparency and anti-aliasing, with the non-edge faces of non-transparent materials being white, and areas with no geometry at all (or nothing but 100% transparent, i. e. invisible, objects) being black. Bitmap layers may or may not have their own Alpha, but when they do, any portion of the bitmap with no alpha doesn't show up, and for anything TO show up at those pixels there must be pixels with positive alpha in preceeding layers — which then get accumulated into the total Alpha layer of the composited image! This sequence should make it plain: Video Post Begins with all pixels set to R, G, B, and A of 0, 0, 0, and 0. No color, no alpha of any kind. Thus: PIXEL 1 PIXEL 2 PIXEL 3 PIXEL 4 PIXEL 5 PIXEL 6 RGB ALPHA RGB ALPHA RGB ALPHA RGB ALPHA RGB ALPHA RGB ALPHA —————————————————————————– Starting: 0 0 0 0 0 0 0 0 0 0 0 0 + Bitmap: 0 0 >0 >0 >0 0 >0 >0 0 >0 0 0 —————————————————————————– = Subcompst.: 0 0 >0 >0 0 0 >0 >0 0 >0 0 0 + KF Scene: >0 >0 0 0 >0 >0 0 >0 0 0 0 0 —————————————————————————– = Composite: >0 >0 >0 >0 >0 >0 >0 >0 0 >0 0 0 As you can see, any pixel in any layer with 0 Alpha will not be composited into the image being built. If the corresponding pixel before was also 0 Alpha, then that pixel will still be black, since the only way it could be 0 is if there were no Alpha anywhere in the chain since the Starting All-Black All-0 Alpha image. The RGB of those pixels in the layers has no bearing since without Alpha they won't even be taken into account! So you see, the "=0" and ">0" Alpha buttons in these .IXPs are all but utterly useless. At least, I haven't been able to find a use for them. To make matters worse, these routines not only have no usable Alpha to key off of, but they also don't GENERATE Alpha. The points of hilights generated by HILITE.IXP, for instance, are lightened by varying amounts as far as the RGB goes, but the Alpha of those pixels aren't at all changed. This means there is no way to have Hilite affect only the objects in a 32-bit Bitmap or KF Scene and yet have the points of the Hilite be transparently visible whenever the points go over the background (0 Alpha of the previous layer). Ditto for the effects of FLARE.IXP, GLOW.IXP, etc. I've verified all of this by using Alpha-Split and viewing the Alpha files produced at each stage of Video Post directly. Both that there is no usable Alpha for .IXPs to key from, and that the Yost Boutique #1 .IXPs don't generate their own Alpha even if Alpha is On. We REALLY NEED these things to be fixed. For now, I would settle for having the Yost #1 .IXPs upgraded to generate Alpha, as the other problem can be worked around (albeit tediously) by splitting Video Post jobs into multiple jobs. Has this other problem been fixed in Release 4's Video Post? Or are both of these problems being caused by something else, such as by some obscure setting in 3DS.SET?