CompuServe Thread

#Alpha question

4 messages in this thread
#77997From: Gregory MacNicolJan 21, 1994 11:22 AM
Gary, I have a question that I don't have clarity on, perhaps you can help. I get an error message when I render an image that says, " Warning: Texture map x.tga is used in two places with conflicting use of alpha .." How can I change the imaginary existence of the alpha map and not the texture? There is no alpha information in the texture map, but I want to use the texture map. How does this work and how can I avoid this common problem? And while I have your attention, I've got another question regarding alpha. When I render an image with the alpha channel on, I look at the rendered image using PhotoShop or QFX and find no alpha channel. Looking at the raw file in hex it seems as though the alpha channel is on but it is just filled up with blank information, and no alpha from the image. Because alpha is essential with my video-oriented animations, I either have to use TOPAS to re-render the images or create the alpha in QFX (providing I save the animated sequence of images uncompressed) in a batch file. What gives? That's it for now. Thanks in advance. -Gregory MacNicol P.S. The 3DS newsletter is getting resurrected. Tony dropped out and I'm going ahead with it anyway.
#78023From: Jonas Ruikis [ADESK]Jan 21, 1994 12:25 PM
Gregory, <where's my alpha data? >> some questions, Is render options-render alpha On? -Alpha Split-No? render still image-configure-Targa? jonas[adesk]
#78081From: David StinnettJan 21, 1994 5:38 PM
Gregory, In Photoshop, assuming you rendered a TGA with alpha on and alpha-split off, then just go to the selection menu and hit 'load selection'. This will load the alpha channel as a mask. And about the "…conflicting use of alpha…" in the maps message, I got that too when I rendered a scene in r3 that was done in r2. I just ignored the message and rendered anyway, and it rendered fine, even as a 32 bit file. I am curious to know what it means though. David
#78130From: Yost GroupJan 21, 1994 9:11 PM
David's comment re how to access the alpha channel that 3DS creates in Photoshop is right-on. Regarding the "conflicting use of alpha" message… that will always appear when you're using the same 32-bit file in two different materials, when one material is set to Decal/Both and the other material using that map is set to Tile. The renderer has to decide which optimal way to use the alpha channel, and since decal and tile each have different optimal requires for pre-multiplied alpha, it can only do it one way. Most of the time you'll still get a decent (albeit not perfect) result, but if you want to avoid it completely, you can copy the .tga to another filename to create a second version of it and use both of them… each with their own setting. Good luck with the newsletter! – G