CompuServe Thread

#PAR No Alpha Prob

6 messages in this thread
#164833From: mike philbrickApr 14, 1995 8:56 PM
I tried what you suggested but I'm still having problems maybe you can tell me what I'm missing. First thanks for the info about the wildcard select in the par software, I had missed that before. The first thing I had problems with is that I couldn't bring in the 8-bit alpha split .TGA's into PAR ( Do I need to lower the buffer size?)( I know I have to raise the buffer size to bring in 32 bit TGAs) I noticed someone else on the board having the same problem. The other more important problem is how to get the alpha channel file to act has a matte for the 24-bit file in Razor. I know how to do it in 3DStudio. I know that Razor has a enable alpha channel checkoff in the media pull down but it doesn't turn active unless there is a alpha channel present. I still havn't figured it out. Any help would be appreciated. -=Mike=-
#165053From: Apr 16, 1995 3:41 PM
Mike: >> The first thing I had problems with is that I couldn't bring in the 8-bit >> alpha split .TGA's into PAR… The PAR will only deal with 24 or 32 bit Targa files, just call up the 8-bit alphas as a 3DS background and render directly to the PAR if you need to! Greg Pyros
#165096From: Steve F. DupuisApr 17, 1995 12:20 AM
Mike G nailed it – the best way is to rerender the stream as background – i've tried to use batch conversion programs but 3DS Videopost is so much more intuitive – sorry about the missing step – been a few weeks since i worked throught the same scenario – remember the final is simply a grey scal moving matte – you have to use the RP matte function not the media alpha channel selection… "locked" i just ment ensure both ani's were aligned in the composition window
#165236From: mike philbrickApr 17, 1995 6:57 PM
>> call up the 8-bit alphas as a 3DS background<< The only problem with that is then IFL's won't work. But I learned how to get a good alpha split from 24 bit tga's and that is done by putting the seq.tga's in the queue and put the same seq. tga's in the queue alpha channel in the rgb mask queue with intensity option active. Then render with alpha ON optionally with alpha split ON. Does that make sence? -=Mike=-
#165971From: Apr 21, 1995 2:12 AM
Mike: >>>> call up the 8-bit alphas as a 3DS background >> The only problem with that is then IFL's won't work. Sure they will! IFL's always work! >> Then render with alpha ON optionally with alpha split ON. Does that make >> sense? No, but if it works for you, it's fine by me! :^) Greg Pyros
#166104From: mike philbrickApr 21, 1995 6:00 PM
>> Then render with alpha ON optionally with alpha split ON. Does that make >> sense? Your right it doesn't. I spoke to soon. But I did eventually get it right. I was trying to get a good alpha channel (not all white) from tga's off the PAR (24 bit). If I rendered the tga's through VP and turned alpha on in the render dialog the alpha channel would be all white. But if I rendered the tga's through vp with alpha queue active and alpha on in the render dialog there would be a good grey scale alpha channel. I had to check it out in Photoshop to be sure becouse if I did a alpha split on the same 32 bit file the alpha channel would be white again which is beyond me but check it out this really does work and it's so fundamental. -=Mike=- Ps I just did a some composites in razor to be triple sure and it works.