ALPHA CHANNEL
03-Oct-94 15:07:43
Sb: #126216-ALPHA CHANNEL
Fm: Marion K. Marks 70700,2777
To: Yost Group 76702,413
It works perfectly in a two-layer situation? Sure! Problem is, in a
two-layer situation (where the second layer is one of the .IXPs in question),
Alpha ITSELF is useless, since there are no other imaging layers for the Alpha
to allow to show through and thus my objection still stands. Since we're
talking two layers here where only one is an image and the other is just an
effect, there is only ONE imaging layer, so anything where Alpha =0 is going to
be BLACK! Why, gee, these effects will almost always ignore black areas ANYWAY
(can you imagine trying to Hilight the BLACK pixels of an image, for
instance?)! So it's STILL useless. Remember, we don't get to set an Alpha
Threshhold for these effects, or a particular Key Alpha value. We ONLY get
Whole Image (ignore Alpha entirely), Alpha >0 (any positive Alpha, including an
Alpha of 1/256!), and Alpha =0 (****ALWAYS**** BLACK in your "two-layer
situation"!!).
On the second answer: so in other words, Alpha only does SUBtractive
transparency, and Hilite, Flare, and Glow would need ADDitive transparency. I
was afraid of that. Basically, if they DID generate Alpha, and you used that
Alpha to apply it over a background, the portions of the Flares, Hilites, and
Glows that extended over the background would look more like glass or celophane
rather than like light as they should.
It seems that the only way, then, to realistically composite Hilite, Flare,
and Glow over an externally generated background (say, live video) would be to
map the live video to a Keyframer geometry rectangle that exactly fills the
camera's view and is behind all other geometry, and is linked to a Dummy that
the camera and its target are also linked to so that the rectangle always fills
the camera's view. That's fine, I suppose, if you don't need to animate the
camera's FOV over the course of the animation — it'd be kinda hard to scale
the rectangle to exactly match the camera's FOV. (Yet another reason you
really should have implemented Object Cameras in R4.)
One possible solution would require a new version of 3DS, namely, allocating
one bit of Alpha in Video Post to determining ADDitive or SUBtractive
transparency. Let's face it: you don't NEED a full 16 bits of Alpha channel!
15 is MORE than enough even with a full NTSC 2.2 gamma correction! Take the
LSB of the Alpha as a switch — if 0, treat the remaining 15 bits of Alpha as
SUBtracive Transparency. If 1, treat them as ADDitive Transparency. This way,
Video Post's own Alpha can not only take Glow, Hilite, and Flare into account,
but also such things as cones set to ADDitive Transparency to be used as "beams
of light" in the actual geometry. Perhaps two bits could be so sacrificed, to
allow for New and Old Subtractive, plus Additive, plus a fourth all-new use for
Alpha. Of course, when writing files out to a 32-bit format such as TarGA, the
Alpha channel would be reduced to 8 bits anyway and the extra flag bits would
be ignored. An option could be selected in these cases to cause file Alpha to
be set to 0 if the original Alpha is set to ADDitive, since external
compositing programs/hardware couldn't duplicate the effect correctly.
This still doesn't address the issue of documentation. All of the
applicable routines in Yost IPAS Boutique #1 state in their instructions:
Filter Whole Image, Alpha >0, Alpha =0. These radio buttons determine
whether ______
acts on the entire image or is constrained by the alpha channel.
______ uses the
alpha channel FROM THE QUEUE ITEM ABOVE IT if: Alpha >0 or Alpha =0 is
selected; THE
ITEM ABOVE IT IS A 32-BIT ENTRY; and the Use-Alpha button is set to
Yes in 3D Studio's
System Options dialog. Alpha >0 restricts _____ to THE PREVIOUS
LAYER'S live
image area (as defined in the alpha channel), whereas Alpha =0
restricts _____ to
everything that's not in THE PREVIOUS LAYER'S live area (as excluded
by the alpha
channel.) For general use, leave the Filter parameter set to Whole
Image.
Please tell me how I could have determined that this meant every layer above
the effect, not the immediately preceeding layer only, from what is written in
that paragraph (and repeated four times in the manual, once each for Blur,
Glow, Hilite, and Mono).