Particle alpha woes 2005-05-15 - By Alan Jones
Back Hi Andy,
Perhaps you could use a lens shader to adjust the alpha? Hopefully with it still being in floating point at that stage it won't have lost the detail you're after.
Just get a fast lens effects or whatever it's called (something that does next to nothing) and run it through a color math node.
Cheers,
Alan.
On 5/15/05, Andy Jones <andy@(protected)> wrote: > Hey, > > Has anyone had problems getting proper alpha channels on particles? I > just inherited a bunch of scenes from some artists we contracted some > particle work to, and the renders don't give proper alpha channels. > Instead of giving nice gradients as the particle effect fades off at the > edges, I get mostly white balls, with a short little gradient on the > outside edges. The straight color channels also don't behave correctly, > as there are traces of black left in them from the background, as you > would expect from unmultiplying an incorrect alpha. I've actually > encountered this problem before myself, and haven't been able to find a > good workaround. I did just find a really crazy work-around, by > sticking a color math basic node between the particle renderer node and > the cloud material volume input. The color math node is set to multiply > the alpha channel by .1. The result is that everything works > correctly. Also strange is that if I multiply by a value less than .1, > nothing changes, but a value like .2 produces an intermediate result. > And the result isn't a grey alpha like you might think -- instead it's > just a normal black to white alpha, but with a much better gradient. I > rendered this out and compared the result composited onto a black > background an got the exact same result as if I had rendered the > particles premultiplied on black. It's as though the particle renderer > accidentally multiplies its alphas by a factor of 10. > > The only drawback to my workaround is that using the color math node > seems to disallow having particles from multiple clouds in the same > particle volume. So, I have two basic smoke trails being emitted from > rocket engines, and without the color math node, they both render (but > with a screwy alpha channel). Then, when I add the color math node, > particles don't render in a box-shaped area between the two particles > clouds. > > Does anyone have an explanation for this and/or a better workaround? > > -Andy > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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