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[solved] Noisy Alpha
Posted: Fri May 25, 2007 5:26 pm
by JCAddy
The black in my alpha produced isn't pure black and has a grain to it. This is extremelly annoying because I had to do more work than ever in photoshop to get a clean alpha.
Posted: Fri May 25, 2007 6:50 pm
by JTB
Yes, this is very annoying
Posted: Mon May 28, 2007 10:55 am
by beatriz
Alpha Channel might suffer from insufficient SL.
Alpha channel will match the reached SL now.
http://www.maxwellrender.com/forum/view ... c&start=60
Posted: Wed May 30, 2007 3:35 pm
by def4d
really?!
so if i forget to render the alpha map, i have to re-render completly?!
Posted: Wed May 30, 2007 4:17 pm
by fellazb
Why not render the scene with the default scanline or mental ray if you only need the alpha map?
Turn all your geometry to pure white ( self illumination on) and your environment to black.
Now you also have an alpha map which you can apply within Photoshop. The same you can do for your glass objects etc...
Posted: Thu May 31, 2007 1:57 pm
by j_man
fellazb wrote:Why not render the scene with the default scanline or mental ray if you only need the alpha map?
because although it is close it in not a match because of maxwells' real world camera model.
def4d wrote:really?!
so if i forget to render the alpha map, i have to re-render completly?!
yes, although if you uncheck the RGB component is should be much faster
J.
Posted: Thu May 31, 2007 2:26 pm
by michaelplogue
If you have the plugin saving the images to a specific file name, make sure you change the destination name or copy the original RGB output. If you re-render in order to just get the alpha map (RGB unticked), It will still create a new RGB image file (totally black), and then run the Alpha. This means that you could lose your RGB! (At least for 1.1 - haven't loaded 1.5 yet....)
Posted: Thu May 31, 2007 4:18 pm
by def4d
The new alpha is a great idea, but could it be possible to add the old one? So we can choose!
Posted: Thu May 31, 2007 6:25 pm
by tom
- You don't have to re-render all just to render alpha channel and rendering alpha-only won't overwrite your render channel output.
- Old alpha was not something different, it was just rendering up to a limited SL and now you have no limits. Plus, now it can handle transparency and has no matching problem.
Posted: Thu May 31, 2007 6:59 pm
by JTB
tom wrote:- You don't have to re-render all just to render alpha channel and rendering alpha-only won't overwrite your render channel output.
- Old alpha was not something different, it was just rendering up to a limited SL and now you have no limits. Plus, now it can handle transparency and has no matching problem.
Good news!
Posted: Thu May 31, 2007 7:49 pm
by def4d
i understood the advantages of the new alpha, the old rendered instantaneously, that's what i mean
Posted: Fri Jun 01, 2007 7:59 am
by trofaster
j_man wrote:
yes, although if you uncheck the RGB component is should be much faster
J.
Does anyone has any expirience wit this? It seems to render at the same speed with and without RGB here.
/r
Posted: Fri Jun 01, 2007 7:39 pm
by JCAddy
I just rendered a vray alpha and used that. Re-rendering an alpha with MW took just as long as the render itself.
Posted: Fri Jun 01, 2007 8:33 pm
by trofaster
Hyperballad wrote:I just rendered a vray alpha and used that. Re-rendering an alpha with MW took just as long as the render itself.
Hmmm....I'm seeing the same - wasn't the alpha supposed to be much faster? I've tried both simple and complex scene, and alpha and RGB-speed remains the same. Is this a bug?
Posted: Sun Jun 03, 2007 1:07 pm
by def4d
trofaster wrote:...wasn't the alpha supposed to be much faster? I've tried both simple and complex scene, and alpha and RGB-speed remains the same. Is this a bug?
No cause we didn't have any information until the 1.5 went out, so it what it is, we must be happy
In french, we say " c'est ça ou rien"