Missing Alpha Channels.
3 messages in this thread
L;Yost Group;Alpha Channels.
Gary,
I'm sending you 2 small TGA images of the same object, ALPHA.TGA and
NOALPHA.TGA. Both were created with 3DS3. The difference is ALPHA.TGA had the
alpha channel made from NOALPHA.TGA using QFX. Take a look at the images with
QFX and view the alpha channel on both. You will see what I am talking about.
The NOALPHA.TGA image is fully-white, ie. filled with an alpha of 256. The
other image has the variations that are needed for video production and it
appears like a monochrome image of the original.
The bottom line is, how can I get alpha channels like ALPHA.TGA with 3DS
without having to make them manually with QFX?
Thanks,
– Gregory
Greg, you are the only person out of 26,000 licensed users who's ever
had a problem with the alpha channel. I'll take a look at the files
(as long as you sent them to me via binary email), and I'll also send
you the phone numbers of some folks who use QFX and 3DS together
constantly.
>The other image has the variations that are needed for video production and it
>appears like a monochrome image of the original.
PMJI, but Gregory, an alpha channel wouldn't normally have a
monochrome image of the original — that's not what alpha is all
about. You have a white level where the graphic would show, black
where the other video channel will come through, and various shades
of gray IF there are transparency and/or antialiasing levels
applied. For most work (i.e. — not a glass or transparent object)
the only gray shading you'll see is around the edges of your white
object.
While I admit you shouldn't be getting a white only alpha channel, it sounds
more like you are looking for something very different than what 3DS (or any
program) will produce. It also still sounds to me like you've got background
turned on in your animation — did you send Gary your mesh file that produced
those TGAs as well?