Alpha channel  distinction

I am have Flash 2004 MX. I plan to purchase 9 when CS3
releases and I would like to do some alpha channel work.before
then. If I use Sorenson's ON2 plug-in to create an flv with an
alpha channel - and then import it to FLASH 2004 MX - will the
aplha channel be recognized? Or, would it be necessary to pony-up
for Flash 8 just a few months before CS3 arrives, and then have to
pay again for Flash 9 in CS3?

rdl33 wrote:
Alpha Channel works well with solid colours but leaves a lot of "blotches" in textured surfaces. Apple forgot to include an Eraser. Do we have to move the graphic to Photoshop to finish the job?
There are certainly images where only Photoshop or another image editor can do a clean job. However, depending on the shape of the area you want to remove, you may be able to simulate it by adding geometric shapes that cover the bad areas. There are other tricks, like taking screen shots or copying part of the picture using Preview, and so on. It really depends on the image and the shape.
When I need a good image editor I use Photoshop. When I want a free one to install temporarily on a computer that does not belong to me, I use gimp out of old habit, but there are other ones out there.

Similar Messages

  • Automator or Applescript using png files with alpha channel

    I have hundred of png files with alpha channel.
    I want to suppress alpha channel.
    How can i do it using Automator or Applescript ?
    Thank you very much.

    You can use the free command line image processing tool ImageMagick in your Applescripts or Automator workflows, as well as from a Terminal shell.
    You can download ImageMagick from http://www.imagemagick.org, but Cactuslab has simplified installation by putting together an installer package. It’s available at  http://cactuslab.com/imagemagick/. Download the package and double-click on it. Follow the instructions to install. It will install ImageMagick into /opt/ImageMagick and add it to your $PATH by creating a file in /etc/paths.d/. Restart your computer for the changes to take effect.
    The two ImageMagick commands we’re concerned with are “convert” and “mogrify”. Convert is more efficient for multiple and piped operations on the same image file, and mogrify is more efficient for batch processing. Generally speaking, convert will output a file separate from the input file. Unless a path is specified, mogrify will overwrite the input file with the output file. An important distinction.
    You can perform various operations on the alpha channel using arguments after either the convert or mogrify command. Two of the available arguments are:
    -alpha off - Disables the image's transparency channel. Does not delete or change the existing data, just turns off the use of that data.
    -alpha remove - Composite the image over the background color.
    Also of use are the -flatten and -background options:
    -flatten - overlay all the image layers into a final image and may be used to underlay an opaque color to remove transparency from an image.
    -background - sets the background color.
    Start off using the convert command with a single image to see the effect and adjust to your liking. Once you’ve achieved the desired outcome, then use the mogrify command to batch process the chosen images.
    Before getting into how to use Automator or Applescript in your workflow, use Terminal and the command line to see the effect on a single image. Copy one image to your ~/Desktop. In Terminal change the directory to ~/Desktop by typing the following command and pressing the Enter key:
    cd ~/Desktop
    Then choose the option you are looking for, -alpha remove for instance, type the following command and press the Enter key:
    convert input-photo.png -alpha remove output-photo.png
    You can check the alpha channel (transparency) and background in the Preview app, go View > Show Image Background from the menu bar.
    Once you’re ready to batch proces, place all the photos you want to convert with the same command into one folder. Copy the folder to your ~/Desktop. Let’s assume you’ve labeled the folder “InPhotos”. It’s prudent to manipulate copies in case something goes amiss. In that event you can copy the folder with the originals again and start over. Create a new empty folder on your ~/Desktop and call it “OutPhotos”. Let’s also assume your home directory is called “Me”. The following command will process the photos from the InPhotos folder and put them in the OutPhotos folder:
    mogrify -alpha remove -path /Users/me/Desktop/OutPhotos/ /Users/me/Desktop/InPhotos/*png
    According to Apple Technical Note TN2065:
    "when you use just a command name instead of a complete path, the shell uses a list of directories (known as your PATH) to try and find the complete path to the command. For security and portability reasons, do shell script ignores the configuration files that an interactive shell would read"
    So, you need to use the full path to to ImageMagick commands, unlike in the shell where you can just use the command name.
    To batch process using Automator, use the “Run Shell Script” action (note: retain the single space at the beginning of the last line):
    /opt/ImageMagick/bin/mogrify \
    -alpha remove \
    -path /Users/Me/Desktop/OutPhotos/ \
    /Users/Me/Desktop/InPhotos/*png
    To batch process using Script Editor (Applescript), use the “do shell script” command:
    do shell script "/opt/ImageMagick/bin/mogrify -alpha remove -path /Users/pd/Desktop/OutPhotos/ /Users/pd/Desktop/InPhotos/*png"
    Further info on ImageMagick:
    http://www.imagemagick.org/script/command-line-options.php#alpha
    http://www.imagemagick.org/Usage/masking/#remove
    http://www.imagemagick.org/index.php
    http://www.imagemagick.org/script/command-line-tools.php
    http://www.imagemagick.org/script/command-line-options.php
    Examples:
    The original PNG image:
    -alpha off:
    -alpha remove:
    -background black -flatten:
    -background blue -flatten:
    -channel alpha -evaluate Divide 2:
    -channel alpha -evaluate Divide 2 -background black -flatten:

  • How do i create an alpha channel to place into edge animate?

    HowHow do i create an alpha channel compatible with edge animate?

    I don't use Edge, but since it is a web tool it stands to reason it would use standard web techniques, meaning it would rely on built-in transparency functions of formats like PNG and GIF, which you can easily produce by using Save for Web after creating normal transparency on a layer in Photoshop. No extra Alpha channel or otehr extra steps required. Perhaps Edge even has some stuff that does the conversion on the fly by allowing you to open a native PSD like in Dreamweaver, but beyond that I don't see what else it could/ would do - all the features it can provide are limited by standard specifications for HTML, CSS and JavaScript. There is simply no way to do something sensible with a TIFF in a browser, if you get my meaning .
    Mylenium

  • How can I see the alpha channel in the channels palette?

    Hello, mi format plugin loads a rgba image. I see it with transparency, that's ok, but when I go to the channels tab I only see 4 items (RGB, Red, Green and Blue).
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    Thanks!

    OK, something must be wrong... but I don't find it!
    That's my whole code (resumed). I ommit some code (saving file code (not used) or main function, where I only call te "DoSomething" functions. You can see that I use layers. The DoReadContinue function is only used to show the preview.
    In the DoReadStart function I set the parameters for the layers (and the preview), and I fill the "data" and "layerName" params in the DoReadLayerContinue function. I hope you can understand the code!
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    SPBasicSuite * sSPBasic = NULL;
    SPPluginRef gPluginRef = NULL;
    FormatRecord * gFormatRecord = NULL;
    intptr_t * gMxiInfoHandle = NULL;
    MXIInfo* gMxiInfo = NULL;
    int16 * gResult = NULL;
    #define gCountResources gFormatRecord->resourceProcs->countProc
    #define gGetResources   gFormatRecord->resourceProcs->getProc
    #define gAddResource    gFormatRecord->resourceProcs->addProc
    CmaxwellMXI* cMax;
    static void DoReadPrepare (void){
        gFormatRecord->maxData = 0;
    static void DoReadStart(void){
        char header[2];
        ReadScriptParamsOnRead (); // override params here
      if (*gResult != noErr) return;
        // Read the file header
        *gResult = SetFPos (gFormatRecord->dataFork, fsFromStart, 0);
        if (*gResult != noErr) return;
        ReadSome (sizeof( header ) * 2, &header);
        if (*gResult != noErr) return;
      // Check the magic number for avoid no-mxi files
        int headerID = CheckIdentifier (header);
        if( headerID != HEADER_MXI ) *gResult = formatCannotRead;
      if (*gResult != noErr) return;
      // The file is OK. Let's continue to obtain the data of the image.
      cMax = new CmaxwellMXI( 0 );
      strlen((char*)gFormatRecord->fileSpec->name);
      gMxiInfo->filename = _strdup((char *)gFormatRecord->fileSpec->name + 1);
      bool res = cMax->getMXIIInfo(
                    (const char*)gMxiInfo->filename,
                    gMxiInfo->width, gMxiInfo->height,
                    gMxiInfo->burn, gMxiInfo->monitorGamma, gMxiInfo->iso,
                    gMxiInfo->shutter, gMxiInfo->fStop, gMxiInfo->intensity,
                    gMxiInfo->scattering,
                    gMxiInfo->nMultilightChannels, gMxiInfo->lightNamesList,
                    gMxiInfo->availableBuffersMask,
                    gMxiInfo->widthPreview, gMxiInfo->heightPreview,
                    gMxiInfo->bufferPreview);
      if(!res) return;
      // Check the available extra buffers
      int count = 0;
      if( gMxiInfo->availableBuffersMask & CmaxwellMXI::ALPHA_BUFFER ){
        // We will use that string to obtain later the desired extra buffer.
        gMxiInfo->extraBuffersList[count] = "ALPHA";
        gMxiInfo->hasAlpha = true;
        count++;
      else{
        gMxiInfo->hasAlpha = false;
      gMxiInfo->nExtraBuffers = count;
      switch( IMAGE_DEPTH ){
      case 8:
          gMxiInfo->mode = plugInModeRGBColor;
          break;
      case 16:
          gMxiInfo->mode = plugInModeRGB48;
          break;
      case 32:
          gMxiInfo->mode = plugInModeRGB48; //96 gives me an error
          break;
      // SET UP THE DOCUMENT BASIC PARAMETERS.
      VPoint imageSize;
      if( gFormatRecord->openForPreview ){
        // Preview always RGB8.
        imageSize.v = gMxiInfo->heightPreview;
        imageSize.h = gMxiInfo->widthPreview;
        gFormatRecord->depth = 8;
        gFormatRecord->imageMode = plugInModeRGBColor;
        gFormatRecord->planes = 3;
        gFormatRecord->loPlane = 0;
        gFormatRecord->hiPlane = 2;
        gFormatRecord->colBytes = 3;
        gFormatRecord->rowBytes = imageSize.h * gFormatRecord->planes;
        gFormatRecord->planeBytes = 1;
      else{
        // Configure the layers. All RGBA32.
        imageSize.v = gMxiInfo->height;
        imageSize.h = gMxiInfo->width;
        gFormatRecord->depth = IMAGE_DEPTH;
        gFormatRecord->imageMode = gMxiInfo->mode;
        gFormatRecord->layerData =
            2 + gMxiInfo->nMultilightChannels + gMxiInfo->nExtraBuffers;
        gFormatRecord->planes = 4; // RGBA.
        gFormatRecord->loPlane = 0;
        gFormatRecord->hiPlane = 3;
        gFormatRecord->planeBytes = IMAGE_DEPTH >> 3;
        gFormatRecord->rowBytes = imageSize.h * gFormatRecord->planes * ( IMAGE_DEPTH >> 3 );
        gFormatRecord->colBytes = gFormatRecord->planes * ( IMAGE_DEPTH >> 3 );
        gFormatRecord->transparencyPlane = 3;
        gFormatRecord->transparencyMatting = 1;
        gFormatRecord->blendMode = PIBlendLinearDodge;
        gFormatRecord->isVisible = true;
      SetFormatImageSize(imageSize);
      gFormatRecord->imageHRes = FixRatio(72, 1);
      gFormatRecord->imageVRes = FixRatio(72, 1);
      VRect theRect;
      theRect.left = 0;
      theRect.right = imageSize.h;
      theRect.top = 0;
      theRect.bottom = imageSize.v;
      SetFormatTheRect(theRect);
      // No resources for now.
      if (sPSHandle->New != NULL) gFormatRecord->imageRsrcData = sPSHandle->New(0);
      gFormatRecord->imageRsrcSize = 0;
        return;  
    /// Called for prewiew only.
    static void DoReadContinue (void){
        // Dispose of the image resource data if it exists.
        DisposeImageResources ();
      if( gFormatRecord->openForPreview ){   
        VPoint imageSize = GetFormatImageSize();
        gFormatRecord->data = gMxiInfo->bufferPreview;
          if (*gResult == noErr) *gResult = gFormatRecord->advanceState();
        if( gFormatRecord->data != NULL ){
          delete[] (Crgb8*)gMxiInfo->bufferPreview;
          gMxiInfo->bufferPreview = NULL;
          gFormatRecord->data = NULL;
      // De momento nos olvidamos de los icc profiles [TODO]
        //DoReadICCProfile ();
    static void DoReadFinish (void)
        // Dispose of the image resource data if it exists.
        DisposeImageResources ();
        WriteScriptParamsOnRead (); // should be different for read/write
      // write a history comment
        AddComment ();
      // Clean some memory.
      if( gMxiInfo->lightNamesList != NULL ){
        for( unsigned int i = 0; i < gMxiInfo->nMultilightChannels; i++){
          if( gMxiInfo->lightNamesList[i] != NULL ){
            delete[] gMxiInfo->lightNamesList[i];
            gMxiInfo->lightNamesList[i] = NULL;
        delete[] gMxiInfo->lightNamesList;
        gMxiInfo->lightNamesList = NULL;
      if( gMxiInfo->bufferPreview != NULL ){
        delete[] gMxiInfo->bufferPreview;
        gMxiInfo->bufferPreview = NULL;
      if( gMxiInfo->filename != NULL ){
        delete[] gMxiInfo->filename;
        gMxiInfo->filename = NULL;
      if( cMax != NULL ){
        delete cMax;
        cMax = NULL;
    static void DoReadLayerStart(void){
      // empty
    static void DoReadLayerContinue (void){
      int32 done;
        int32 total;
      VPoint imageSize = GetFormatImageSize();
      // Set the progress bar data
      done = gFormatRecord->layerData + 1;
      total = gMxiInfo->nMultilightChannels + gMxiInfo->nExtraBuffers + 2;
      // Dispose of the image resource data if it exists.
      DisposeImageResources ();
      uint32 bufferSize = imageSize.v * gFormatRecord->rowBytes;
      int nPixels = gMxiInfo->width * gMxiInfo->height;
      char* lightName = NULL;
      // SET THE BLACK BACKGROUND
      if( gFormatRecord->layerData == 0 ){
        gFormatRecord->data = (void*)new byte[bufferSize];
        for( int i = 0; i < nPixels; i++ ){
          ((float*)gFormatRecord->data)[ i * 4 ]     =
          ((float*)gFormatRecord->data)[ i * 4 + 1 ] =
          ((float*)gFormatRecord->data)[ i * 4 + 2 ] = 0.0;
          ((float*)gFormatRecord->data)[ i * 4 + 3 ] = 1.0;
        // Set the layer name.
        gFormatRecord->layerName = new uint16[64];
        gFormatRecord->layerName[0] = 'B';
        gFormatRecord->layerName[1] = 'a';
        gFormatRecord->layerName[2] = 'c';
        gFormatRecord->layerName[3] = 'k';
        gFormatRecord->layerName[4] = 'g';
        gFormatRecord->layerName[5] = 'r';
        gFormatRecord->layerName[6] = 'o';
        gFormatRecord->layerName[7] = 'u';
        gFormatRecord->layerName[8] = 'n';
        gFormatRecord->layerName[9] = 'd';
        gFormatRecord->layerName[10] = '\0';
      // LOAD THE LIGHT LAYERS
      else if( gFormatRecord->layerData < gMxiInfo->nMultilightChannels + 1 ){
        void* lightBuffer = NULL;
        void* alphaBuffer = NULL;
        byte foob;
        dword food;
        // Get the light buffer.
        bool res = cMax->getLightBuffer(
                               (char*)gMxiInfo->filename,
                               gFormatRecord->layerData - 1, IMAGE_DEPTH,
                               lightBuffer,
                               gMxiInfo->width, gMxiInfo->height, lightName);
        if(!res){
          *gResult = readErr;
          return;
        if( gMxiInfo->hasAlpha ){
          // Get the alpha buffer.
          res = cMax->getExtraBuffer(
                                (char*)gMxiInfo->filename,
                                "ALPHA", IMAGE_DEPTH, alphaBuffer,
                                food, food, foob);
          if(!res){
            *gResult = readErr;
            return;
        else{
          alphaBuffer = (void*)new float[ gMxiInfo->width * gMxiInfo->height * 3 ];
          for( int i = 0; i < nPixels; i++ ){
            // Only need to set the red channel.
            ((float*)alphaBuffer)[ i * 3 ] = 1.0;
        // Put them together.
        gFormatRecord->data = (void*)new byte[bufferSize];
        for( int i = 0; i < nPixels; i++ ){
          ((float*)gFormatRecord->data)[ i * 4 ]     = ((float*)lightBuffer)[ i * 3 ];
          ((float*)gFormatRecord->data)[ i * 4 + 1 ] = ((float*)lightBuffer)[ i * 3 + 1 ];
          ((float*)gFormatRecord->data)[ i * 4 + 2 ] = ((float*)lightBuffer)[ i * 3 + 2 ];
          ((float*)gFormatRecord->data)[ i * 4 + 3 ] = ((float*)alphaBuffer)[ i * 3 ];
        delete[] (float*)lightBuffer;
        delete[] (float*)alphaBuffer;
        // Set the layer name.
      //LOAD THE EXTRA CHANNELS
      if( ... ){
      //READ THE RENDER BUFFER
      if( ... ){
      // User can abort.
      if (gFormatRecord->abortProc()){
          *gResult = userCanceledErr;
          return;
      // Commit the layer.
      if (*gResult == noErr) *gResult = gFormatRecord->advanceState();
      // Update the progress bar.
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      // Free memory.
      if( gFormatRecord->data != NULL ){
        delete[] (float*)gFormatRecord->data;
        gFormatRecord->data = NULL;
      if( lightName != NULL ){
        delete[] lightName;
        lightName = NULL;
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    And that's the image that I obtain loading a 8 layer image:
    The layers have transparency (when I set "transparencyPlane" to  -1, or 0, or 1, or 2, or 3, or 4....., I got the same result!). The blending mode is still "normal". I had set it to "linear dodge" The "isVisible" param works OK.
    Alpha 1 is still black.
    Is possible that I need to set something in the .r file? I had to add "FormatLayerSupport { doesSupportFormatLayers }," to manage layers, for instance.

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    You got me curious so had to test and validate some of the above, forgive me if I go a little OT in the process.
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    Tony

  • Photoshop CC is not showing save "Alpha Channels" to be checked!

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  • AppleScript copy alpha channel from one document to a second document

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    Marshall Arts Motion Graphics

    PR422HQ is way overkill for 99% of the video and film producers in the world. It's there for a specific elite of the entertainment biz, those who work in 4k on 64bit systems, I guess, that' ain't me! It's one of those "if you have to ask, you can't use it" sort of things. Anyone who uses the advanced features of the ProRes family knows why. That's the theory. In my practical experience over on the FCP forum at Apple, 99% of those using ProResHQ believe they are improving their original footage.
    Apple ProRes 4444 
    The Apple ProRes 4444 codec offers the utmost possible quality for 4:4:4 sources and for workflows involving alpha channels. It includes the following features:
    Full-resolution, mastering-quality 4:4:4:4 RGBA color (an online-quality codec for editing and finishing 4:4:4 material, such as that originating from Sony HDCAM SR or digital cinema cameras such as RED ONE, Thomson Viper FilmStream, and Panavision Genesis cameras). The R, G, and B channels are lightly compressed, with an emphasis on being perceptually indistinguishable from the original material.
    Lossless alpha channel with real-time playback
    High-quality solution for storing and exchanging motion graphics and composites
    For 4:4:4 sources, a data rate that is roughly 50 percent higher than the data rate of Apple ProRes 422 (HQ)
    Direct encoding of, and decoding to, RGB pixel formats
    Support for any resolution, including SD, HD, 2K, 4K, and other resolutions
    A Gamma Correction setting in the codec’s advanced compression settings pane, which allows you to disable the 1.8 to 2.2 gamma adjustment that can occur if RGB material at 2.2 gamma is misinterpreted as 1.8. This setting is also available with the Apple ProRes 422 codec.
    Apple ProRes 422 (HQ)
    The Apple ProRes 422 (HQ) codec offers the utmost possible quality for 4:2:2 or 4:2:0 sources (without an alpha channel) and provides the following:
    Target data rate of approximately 220 Mbps (1920 x 1080 at 60i)
    Higher quality than Apple ProRes 422
    Apple ProRes 422
    The Apple ProRes 422 codec provides the following:
    Target data rate of approximately 145 Mbps (1920 x 1080 at 60i)
    Higher quality than Apple ProRes 422 (LT)
    Apple ProRes 422 (LT)
    The Apple ProRes 422 (LT) codec provides the following:
    Roughly 70 percent of the data rate of Apple ProRes 422 (thus, smaller file sizes than Apple ProRes 422)
    Higher quality than Apple ProRes 422 (Proxy)
    Apple ProRes 422 (Proxy)
    The Apple ProRes 422 (Proxy) codec is intended for use in offline workflows and provides the following:
    Roughly 30 percent of the data rate of Apple ProRes 422
    High-quality offline editing at the original frame size, frame rate, and aspect ratio
    High-quality edit proxy for Final Cut Server
    The Apple ProRes family of codecs provides these advantages:
    Quality indistinguishable from that of the most pristine sources: Maintains superb quality even after multiple encoding/decoding generations.
    Mastering-quality 4:4:4:4 RGBA: Provides a lossless alpha channel with real-time playback (Apple ProRes 4444 only). Mastering-quality 4:4:4 Y′CBCRcolor and 4:2:2 Y′CBCR color are also available.
    The quality of uncompressed HD at data and storage rates lower than those of uncompressed SD: Provides real-time editing performance comparable to or better than that of any other HD codecs in Final Cut Pro.
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    Variable bit rate (VBR) encoding: “Smart” encoding analyzes the image. Efficiency is increased because excess bits are not wasted on simple frames.
    10-bit sample depth: Preserves subtle gradients of 10-bit sources (sunsets, graphics, and the like) with no visible banding artifacts. When you import a file using an Apple ProRes codec, you don’t have to first determine whether the file is an 8-bit or 10-bit file. Apple ProRes codecs always preserve the bit depth of your original source files.
    I-frame–only (intraframe) encoding: Ensures consistent quality in every frame, with no artifacts from complex motion, and speeds up editing.
    Fast encoding and decoding: Delivers high-quality, real-time playback and faster rendering times.
    Equipment affordability: Because of low bit rates, you can edit more streams with more real-time effects on slower drives, or have more users accessing the same media over shared storage devices.
    Workflow options for any video format that does not have native Final Cut Pro support: The Apple ProRes format provides an effective workflow for projects involving multiple acquisition formats when you want to standardize on a single codec.
    Better rendering for native editing: Can be used to render long-GOP MPEG-2 formats (such as HDV and XDCAM HD) to speed up editing and avoid MPEG-2 reencoding artifacts before output.

  • Better Alpha channel handling

    I've asked for this a lot: alpha channel saving with PS is terrible, and could use an update. And today, I was embarrassed by a bug that caused our game engine to perform poorly as a result of the way Photoshop handles the alpha channel.
    The bug: make a 1024x1024 canvas, give it an opaque alpha channel (100% white, every pixel), then Image Size it down to something smaller, like 128x128. Now look at your alpha channel: grey pixels all along the border. ARRGGGHHH!!!1!1! It interpolated, I'm sure, using black alpha outside the canvas that doesn't actually exist, changing, in a powerful, fundamental way, the nature of the alpha channel. Video cards care about this stuff: 99.9% opaque is not 100% opaque. This is terrible.
    The request: That PS intelligently offer better defaults when saving an image with an alpha. Right now, it offers, "What was the last bit depth you saved an image to?" Regardless of the fact that the previous image may have no relationship to the following image being saved, the default offering is always "what I did last time". This enables very easy pruning of alpha channels that should be there, or adding opaque alpha channels that shouldn't be there, bloating the file size.
    I'd like PS to determine if an alpha channel is present, and base its default choice on that. If one is present, default to 32-bits. If an alpha channel si not present, default to 24-bits. That easy.
    If multiple alpha channels are present, I'd like a dropdown menu to pick which one I want. Right now, if you save a PSD with multiple alpha channels to a 32-bit TGA, it throws all alpha channels away, and saves the image with a solidly opaque alpha channel, the choice no one asked for.
    For texture work, or works where the graphics card is the destination, not the printed page, this cavalier handling of alpha channels is definitely not sustainable.
    I'd love to never have to ask for this again.

    Generally speaking the resize of an image on a layer in which the canvas is exactly the size of the data will result in transparency peeking in around the edge (i.e., I'm agreeing with you here, just using Photoshop terms).  I've always thought this was kind of poorly thought-out too.  As you say, the algorithm must default to using 0 vs., say, replicating (or "clamping") to the alpha of the pixels right on the edge.
    I suppose theoretically, the thinking is that if you were to EXPAND the canvas, the area around the image would be transparent anyway, and a subsequent resampling would then have the same result as the above.
    Knowing this, one way to work around the problem would be to create a slightly larger image, then Canvas Size it down to your intended resolution.  That way there's layer data beyond the edges with which the resizing algorithm can work.  I realize that's probably not a practical solution in general, but a trick to keep up your sleeve if you really do need that 128 x 128 image with alpha solid to the edge.
    -Noel

  • ImageIO PNG Writing Slow With Alpha Channel

    I'm writing a project that generates images with alpha channels, which I want to save in PNG format. Currently I'm using javax.ImageIO to do this, using statements such as:
    ImageIO.write(image, "png", file);
    I'm using JDK 1.5.0_06, on Windows XP.
    The problem is that writing PNG files is very slow. It can take 9 or 10 seconds to write a 640x512 pixel image, ending up at around 300kb! I have read endless documentation and forum threads today, some of which detail similar problems. This would be an example:
    [http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6215304|http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6215304]
    This surely must be resolvable, but after much searching I've yet to find a solution. If it makes any difference, I ONLY want to write png image, and ONLY with an alpha channel (not ever without), in case there are optimisations that that makes possible.
    If anyone can tell me how to address this problem, I'd be very grateful.
    Many thanks, Robert Redwood.

    This isn't a solution, but rather a refinement of the issue.
    Some of the sources I was reading were implying that the long save time might be due to a CPU heavy conversion process that had to take place before the BufferedImage could be saved. I decided to investigate:
    I loaded back in one of the (slowly) saved PNG images using ImageIO.read(file). Sure enough, the BufferedImage returned differed from the BufferedImage I had created. The biggest difference was the color model, which was DirectColorModel on the image I was generating, and was ComponentColorModel on the image I was loading back in.
    So I decided to manually convert the image to be the same as how it seemed to end up anyway. I wrote the following code:
          * Takes a BufferedImage object, and if the color model is DirectColorModel,
          * converts it to be a ComponentColorModel suitable for fast PNG writing. If
          * the color model is any other color model than DirectColorModel, a
          * reference to the original image is simply returned.
          * @param source The source image.
          * @return The converted image.
         public static BufferedImage convertColorModelPNG(BufferedImage source)
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                   return source;
              ICC_Profile newProfile = ICC_Profile.getInstance(ColorSpace.CS_sRGB);
              ICC_ColorSpace newSpace = new ICC_ColorSpace(newProfile);
              ComponentColorModel newModel = new ComponentColorModel(newSpace, true, false, ComponentColorModel.TRANSLUCENT, DataBuffer.TYPE_BYTE);
              PixelInterleavedSampleModel newSampleModel = new PixelInterleavedSampleModel(DataBuffer.TYPE_BYTE, source.getWidth(), source.getHeight(), 4, source.getWidth() * 4, new int[] { 0, 1, 2, 3 });
              DataBufferByte newDataBuffer = new DataBufferByte(source.getWidth() * source.getHeight() * 4);
              ByteInterleavedRaster newRaster = new ByteInterleavedRaster(newSampleModel, newDataBuffer, new Point(0, 0));
              BufferedImage dest = new BufferedImage(newModel, newRaster, false, new Hashtable());
              int[] srcData = ((DataBufferInt)source.getRaster().getDataBuffer()).getData();
              byte[] destData = newDataBuffer.getData();
              int j = 0;
              byte argb = 0;
              for (int i = 0; i < srcData.length; i++)
                   j = i * 4;
                   argb = (byte)(srcData[i] >> 24);
                   destData[j] = argb;
                   destData[j + 1] = 0;
                   destData[j + 2] = 0;
                   destData[j + 3] = 0;
              //Graphics2D g2 = dest.createGraphics();
              //g2.drawImage(source, 0, 0, null);
              //g2.dispose();
              return dest;
         }My apologies if that doesn't display correctly in the post.
    Basically, I create a BufferedImage the hard way, matching all the parameters of the image I get when I load in a PNG with alpha channel.
    The last bit, (for simplicity), just makes sure I copy over the alpha channel of old image to the new image, and assumes the color was black. This doesn't make any real speed difference.
    Now that runs lightning quick, but interestingly, see the bit I've commented out? The alternative to setting the ARGB values was to just draw the old image onto the new image. For a 640x512 image, this command (drawImage) took a whopping 36 SECONDS to complete! This may hint that the problem is to do with conversion.
    Anyhow, I got rather excited. The conversion went quickly. Here's the rub though, the image took 9 seconds to save using ImageIO.write, just the same as if I had never converted it. :(
    SOOOOOOOOOOOO... Why have I told you all this?
    Well, I guess I think it narrows dow the problem, but eliminates some solutions (to save people suggesting them).
    Bottom line, I still need to know why saving PNGs using ImageIO is so slow. Is there any other way to fix this, short of writing my own PNG writer, and indeed would THAT fix the issue?
    For the record, I have a piece of C code that does this in well under a second, so it can't JUST be a case of 'too much number-crunching'.
    I really would appreciate any help you can give on this. It's very frustrating.
    Thanks again. Robert Redwood.

  • Printing swf error (no alpha channel?)

    Hi,
    I don't know if this has been covered before but I have tried the following:
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    and
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    In both cases, the images that are on screen are PNGs created as a PNG sequence from After Effects.  They contain alpha channels and the background of the swf is non-white.  However the bounding box of the image gets printed as white, so I have  a sequence of overlapping white regions, some of which occlude the image beneath.  With alpha channels on the monitor, this is not apparent, but when on paper or in PDF format the occlusion is clear.  I don't mind the white background; however I cannot deal with the occlusion.  How can I solve this?
    Sincerely,
    -markerline

    Eureka!! That works better than a vacuum cleaner.  Only problem is I was using the AS3 reference and some of the PrintJob examples that were listed threw errors so I had to use the final example:
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        import flash.printing.PrintJob;
        import flash.display.Sprite;
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  • Alpha channel weirdness with hardware MPE

    To begin, I'm using a GTX 480 with the hack, so I'm not going to complain too loudly it this is a result of using as-yet unsupported hardware. However, I just want to verify with other hardware MPE users (both legit and unsupported) if this issue is happening on other systems.
    I've noticed some oddities with imported PSD files and the way that their alpha channels are rendered with hardware MPE, versus software MPE. I'm putting up a couple frame grabs with GPU acceleration turned on and off at couple different point where I'm using the PSDs. Forgive the PNG compression; you should be able to see the difference, nevertheless.
    First up, 100% opaque text over a background. The edges of the text are... fuzzy, maybe?
    Software:
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    Software:
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    Finally, a mostly-transparent logo bug. The hardware version is not as transparent.
    Software:
    Hardware:
    The only difference between each of these examples is that I turned on or off GPU acceleration in the Project Settings; it's the same PSD for each grab. I've also noticed that standard cross dissolves are a little chunky when dissolving to or from a graphic (even a flattened version); the opacity change is not as linear as it usually is. In software mode, this goes away.
    Anyone witnessed similar results? Again, I want to believe that this is just a result of using the GTX 480 and the hack, without official support. It could very well be the nVidia driver, too, I suppose, but I haven't tried rolling back to check that (I'm running the latest versions).
    Thoughts?

    I can confirm this.
    I do not think its the psd but the Alpha Channel in general.
    The colours are off when in MPE (Nvidia GTX 285)
    I filed a bug report.

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