Alpha Channel Graphics question

OK, I'm new to KN; I've used Powerpoint for years. I just got iWork (more for pages than KN but. . . ).
Can I not re-size the picture holders on the templates?
If not, then this is rather annoying. On one template page, the picture is basically all that is there, with a text box for a title. Yet, the holder is so small that it barely fills 1/3rd of the page. Perhaps that is a design preference for someone, but I would much rather have my picture larger.
I use powerpoint in the college classroom and often show maps. I don't want to have some tiny picture with lots of empty space around it.
I did note that I can create my own object area and then resize that, but what's the point of using the cool templates then? When I tried to create my own, I assumed that the neat look (like tape on the chalkboard or push pin on the board) would just show up, and then I could resize.
Nope. In that case all I got was the picture.
Please tell me I am missing something obvious and that if I go to X place I'll find the easy way to resize the "Alpha Channel Graphics" (yes, I did go read the PDF guide to see if there was an answer there).

Carl, to stretch the hole, you will need to stretch the entire background graphic. To do this, first set the slide to the master that has the cutout. The cutout is actually a graphic that is covering the entire master, and it is "locked" so that it can't be moved or changed. Click anywhere on the master background (outside of the cutout hole) to select that graphic, and then in the Arrange menu choose "Unlock". Now the cutout image can be freely manipulated, including stretched larger in either or both directions (using either the control handles at the edges and corners of the image, or the Metrics Inspector).
The above procedure will change the master, and so will affect any slide using that master. You are better off to unlock the cutout image on the master, copy it, and then paste it on a separate blank slide. That way, changes that you make to the cutout will only affect that one slide.
I hope this is what you're looking for. As Kyn says, masks give you much more flexibility, and are much easier to use (although admittedly they won't easily give you the borders that some cutouts do).

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    Edited by: robbie.26 on May 20, 2010 4:26 PM
    Edited by: robbie.26 on May 20, 2010 4:29 PM

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    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

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