Well, not so experienced in SI rendering. In LW or Modo I can easily set the alpha value in the material and in the render channels whether I want pre- or unpremultiplied rgbs.
How do I do this in SI (e.g., one object white alpha unpremultiplied, while background black alpha)? Especially in Redshift?
Google spits nothing out, only alphas used for texturing.
Cheers!!!
How to set the alpha channel
Re: How to set the alpha channel
No one? Unfortunately I can't find anything on this subject. Do I need to create some funky multi color matte and render the whole stuff twice? The alpha channe would be sufficient for me if I can just isolate my main object.
Unpremultiply with Alpha in Redshift? Anybody? Owei?
Unpremultiply with Alpha in Redshift? Anybody? Owei?
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Re: How to set the alpha channel
not sure havnt played with RS for a while. but if you look into there forms or documents I am sure you could find it.
www.redshfit3d.com
www.redshfit3d.com
Re: How to set the alpha channel
Nope! Looked twice through it. Either I'm blind or it's not there.
Re: How to set the alpha channel
hi,
with mental ray
1, there is the opacity shader doing just that ;-), just plug your network into it
2, If it's don't work you can also try driving the "alpha" doing some input/output gymn: out of your shader tree use 3 "picker" each one a channel R, G, then B then combine them in a RGBA combine node, driving then the alpha can do the trick.
3, you can also take the AOV route (aka render channels), take a color 4 passthrough the plug your shader in it. Add a channel the plug a scalar store scalar in channel, drive the opacity here, you won't see anything but you'll have your opacity alpha for your comp ;-)
with arnold, i think you can just drive the opacity parameter but also unchecking the "opaque" switch
don't know for the others
++
Noël
with mental ray
1, there is the opacity shader doing just that ;-), just plug your network into it
2, If it's don't work you can also try driving the "alpha" doing some input/output gymn: out of your shader tree use 3 "picker" each one a channel R, G, then B then combine them in a RGBA combine node, driving then the alpha can do the trick.
3, you can also take the AOV route (aka render channels), take a color 4 passthrough the plug your shader in it. Add a channel the plug a scalar store scalar in channel, drive the opacity here, you won't see anything but you'll have your opacity alpha for your comp ;-)
with arnold, i think you can just drive the opacity parameter but also unchecking the "opaque" switch
don't know for the others
++
Noël
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