Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
To get a good alpha channel for P4, the best way is to set the background to some color -- ANY color! -- that is NOT part of the image itself (strange shades of green, pink, or blue seem to work best). In PSP6, I find I often have to Invert the Alpha channel to get a good mask (for some reason, it reads about 3 out of 4 images backwards when I ask to mask the Alpha Channel). I don't know if this will help...
In Bryce, the mask render option only masks a selected object.. the rest is black.. in other words, when you first rendered it and all you saw was the white ground, that's because the ground was probably selected when you mask rendered. It's useful for selecting a particular object in your scene to render without having to bother with the other objects. You can also use distance render, which renders all objects in varying shades of gray depending how far away they are.. Rosh
I have often done what CharlieBrown suggests, OK as long as all objects are completely opaque and I don't anti-alias. But what if some of the objects in the overlay are semitransparent? Then as well as the picture of the overlay objects, I need a separate map, white for "opaque object there", black for "no object there", grey with {red = green = blue = 255 * (100-x) / 100} for "object there which is x percent transparent". That would also allow antialiasing along the edges on the render which is to be used as an overlay. That could likely easily be implemented by having a rendering option "treat all materials colors as solid matt white, no shadows or other lighting effects, ignore all texture color maps, solid black background, but obey all transparency maps and settings".
That's what I was afraid you were asking... The only way to do this is to use the background in Poser, or at least have the background for the semi-transparent items in the render as well as in the final image. Or you use filters in your image editing program to simulate semi-transparent materials on the final. I don't think there is any other solution.
If you render your output to .PSD it will contain the Alpha channel That is in Bryce. That may work, but the result comes out in a complicated format that is going to cause me a lot of work writing a program to translate it to plain .BMP format. All I need is a plain .BMP mask with grey for degrees of transparency.
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