Alpha channel modes
Hi
A compositor has done some green screen keying for me - great job but he's given me the key as a seperate alpha channel (TIF as an image sequence) I'm a bit unfamiliar with how to use alpha channels in this way.
I have layer one as my background,
layer 2 as my subject that he has worked on the green screen of
layer 3 as a seperate alpha channel to key out the green. The Subject I want to see is white and the surroundings I want transparent are black.
So please tell me what settings to use to see the subject and the background.
I am assuming i only want to change settings on the alpha layer. By changing the compositing mode to overlay, i can see the subject fine, but the background is black. I have tried changing the alpha mode (ignore, straight, black or white) and various combinations of compositing mode and alpha but without getting any further....
So any help would be greatly appreciated, its the end of a long project and I'm starting to tear out my hair!
cheers
Export using QuickTime conversion using animation codec, millions of colours+
Try this:
http://discussions.apple.com/thread.jspa?messageID=4791917�
A search using Alpha channels produced this:
http://discussions.apple.com/search.jspa?threadID=&q=alpha+channels&objID=c206&d ateRange=last90days&userID=&numResults=15&rankBy=10001
Search is thy friend, si thi
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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!
const int32 IMAGE_DEPTH = 32;
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.
(*gFormatRecord->progressProc)( done, total );
// Free memory.
if( gFormatRecord->data != NULL ){
delete[] (float*)gFormatRecord->data;
gFormatRecord->data = NULL;
if( lightName != NULL ){
delete[] lightName;
lightName = NULL;
static void DoReadLayerFinish (void)
// Nothing to do.
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. -
Photoshop CC is not showing save "Alpha Channels" to be checked!
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It allows me to check "layers" but not to preserve the transparency. "Alpha Channels" is greyed out.
When I import into AE, even in the media browser the transparency is gone. The transparent area is now black. Ditto when I drag it into the composition canvas.
Mode = RGB, 18 bit
When I import the files from yesterday that *did* preserve the transparency, they still keep the transparency. So I know it's not a problem in AE.
This is where it gets super weird. When I take yesterday's file, open it, and try to save it under a new name -- TODAY IT DOESN'T ALLOW ME TO CHECK "ALPHA CHANNELS".
What have I done to take this option away?HOLY CRAP -
Indeed, I did not have that.
So I added a channel, and it automatically showed up as Alpha 1...... and my whole image turned red.
When I turned off the image channel, it went back to normal.
Am I possessed? -
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:
Hardware:
Second, a couple layers Fast Blurring and fading in. The logo is 100% opaque, and there is a separate "glow" layer (rasterized in PS) behind it. Pretty obvious, here...
Software:
Hardware:
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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).
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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. -
To anyone who can help:
I have created a logo using Illustrator CS5 and need to import it into a video sequence in Final Cut Pro 6. The logo has a transparent background. It seems FCP 6 will import both native .ai files as well as .tiff files, but when I open them in FCP 6, the alpha channel (transparent background) is no longer there; there is just the logo over a white background. Is there a setting or step I am missing?
Shaun MacLellanI have to insert AI images into Final Cut Pro and Motion quite frequently.
The most effective way I've found to get an AI image into Final Cut is to:
1. Select/copy all the objects in the AI doc.
2. Create a new file with a transparent background in Photoshop and paste.
3. Merge the layers and make sure the mode is RGB.
4. Save out as a .PNG or .PSD.
5. Drag the result into Final Cut (or Motion).
6. Resize and position the result to taste.
Attempting to export directly from AI to .PSD or .PNG is a wasted effort and the results may not even be recognized by Final Cut.
Yes, it requires Photoshop and it is a few extra steps...but it works like a charm.
Additionally, when creating a new file in Photoshop, you may want to initially set its size to match the aspect ratio of your video. For example, if you're making an HD video, you might set the size to 1280x720 and position the AI elements where they are supposed to be in frame. You can set the AI elements in accurately by cutting and pasting a frame from your video into Photoshop and positioning the AI elements in place on another layer above the video layer. Delete the video layer before saving out as a .PNG or .PSD and it will appear in Final Cut exactly where it should be. -
How to set alpha channel names in a format plugin?
I am writing a format plugin with 6 color planes for CMYK mode. I want to set the apha channel names for planes 5 and 6 to "White" and "Clear" instead of "Alpha 1" and "Alpha 2" when I read the color data from my file. How do I set the alpha channel names?
Thanks!I am still trying to find a solution to this. The propChannelName is read only and the documentInfo structure is NULL when reading. Any suggestions?
-
Inconsistant alpha channel import on .mov files
I am creating a movie using animation I create in Maya which is then composed in Shake with some alpha masks and exported using the animation codec to a .mov file into Motion. In reviewing my workflow (I'm about midway through things) I recognized I had an error in my screen sizes from one tool to the next and while it was not too noticeable, I thought it best to correct. This is where I should have left dead dogs lie.....
Anyway, this is best described with the flow I show below:
Motion Project Setup on ALL file types
720x480, 8bit, NTSC D1/DV
Lower First (Even)
29.97 Fps
Background Color - Black
Background - Transparent
Case 1:
Maya__->_Shake___->Anim Codec_________>Motion 720x480
720x486->720x486-->_Mil+_Col-->foo.mov-->File squished 6 pixels in Y
but alpha is present
Case 2:
720x480->720x480-->_Mil+_Col-->foo2.mov->File is 8 pixels narrow in X
alpha channel is not preset
I open foo.mov and foo2.mov in shake and look at the files and the
size is as follows:
foo.mov - 720x486
foo2.mov - 720x480
BOTH .mov files have the alpha channel present and the data is correct.
Just for grins, I output a file sequence of .tif files from shake of the
foo2.mov files and verified that the alpha channel was present in
photoshop and then did an import into motion with the same results of
foo2.mov. Size is shrunk by 8 pixels in X and no alpha channel.
It appears at least that Motion is making decisions based upon the screen
size and importing or not importing the alpha channel.
Any thoughts would be very much appreciated.Well, it is strange. Shake says it is 720 and for that matter so does Motion in the Media tab. Motion says it is 720x480 as does shake but when the clip is overlayed against the black background you can see 4 pixels on each side of the clip. The motion project file says it is 720x480 too.
UPDATE....
I just checked the motion file and deleted all of the media clips, but when I went to the media tab there was still one copy of the old 720x486 clip there. Every time and method I tried to delete it, it would crash motion. So, I copied all of the other text data I was using motion to generate, created a new motion project and pasted the text in. When I import the 720x480 file into the new project it lines up perfect. This must be a "feature mode" I must have gotten motion into.
Anyway, problem solved. Thanks much for your help Andy. I kept looking at this and not seeing the forest for the trees.
Much appreciated. -
No alpha channel when BCC lens flare applied
Hello
With the help of Andy Neil, I created a light sweep for a lighthouse logo. I added a BCC RT Lens Flare Adv filter to enhance the effect of the light sweeping past the viewer. I looked great.
Then I got to thinking that the lighthouse logo with light sweep would make a great lower third, so I scaled it down to logo bug size and superimposed it over a lower third background.
The problem is that the inclusion of the BCC Lens Flare filter seems to add a black layer over the entire movie so that the lower third cannot superimpose over my talking head. I know it's the BCC Lens Flare because when I deactivate the filter and export, the alpha channel is present and the lower third is superimposed over the footage.
I've tried exporting with Lossless+Movie Alpha and Animation,
My question: Can anyone tell me why this is happening and how I might be able to remedy?
Thank you,
BlakeYes, the lens flare is the problem. The generator is rendered as a blend mode which blends only with the elements in the project. The blend doesn't export as transparency because a blend mode is only transparent when combined with another layer.
Here are your solutions:
1) Composite the lower thirds with the video in Motion. If the bkg layer is in Motion, then the ADD blend mode applied to the lens flare will work properly.
2) Create an alpha matte layer. This requires you to create a black and white image of your project that defines transparency for your lower 3rd. Export that as well, and then do a Composite Mode-Luma in FCP.
3) Apply a Luma Key to your lens flare before export. This works, but is imperfect because the filter will inevitably key out some of the not-so-bright aspects of the lens flare, leaving you with a diminished result.
4) (My Suggestion): Apply the lens flare in FCP. FCP contains the SAME lens flare generator used by Motion. This will give you the best possible result with the least amount of extra work on your part.
Andy -
Greetings,
I'm trying to create a lower third using a still image that I created from a video clip using Quicktime Conversions. I then import it into FCP, drag it to a sequence and then add livetype text to it. In the preview mode on my main sequence when played is fine, but when I render it the alpha channel disappears and a black background replaces my video with the lower third material still there. What happened to my alpha channel? Is there a problem or a bug in FCP 5.1.1? I'm bewildered.
Thanks,
JordanEditmojo,
I exported just the text from Livetype. I'm trying to create a customized lower third, but everytime I render the lower third nested sequence after I have added it to the main sequence a black background takes over with the lower third media there. Ordinarily, when you follow the instructions that I did it automatically keys over the video behind it.What happened? I did not have this problem with FCP 4.5. Is there an issued with FCP 5.1? I just spoke to a tech at Digital Juice regarding the use of their animations and he said that there was an issue with FCP 5.1 when it came to alpha channels. Is that the case? Would the update solve the problem?
Thanks,
Jordan -
Is FCE capable of creating a composite using material that already includes an alpha channel? I have friend who is creating some computer generated models he wishes to composite into a scene. Instead of using the keyer in Final Cut to create the matte I was hoping there was a way he could include an alpha channel with his renderings and I could use that. It seems possible in a still image but can it also be achieved in a shot where the CG model moves? Thanks for any help.
Thank you for your help. I'm still banging my head against the wall over this one but I just can't seem to get it figured out. I have a grayscale Jpeg image that I wish to use as the Alpha matte. It includes a "cut out" for the foreground object which is some CG rendering. The "cut out" is black and the background is white. There is an area of gray tones meant to create a drop shadow on the video plate. This is the way I have it set up:
V3 = CG artwork - 24bit RGB JPEG file
V2 = Matte - 8 Bit grayscale JPEG file
V1 = DV footage of live action scene
V3 has its composite mode set to Travel Matte Alpha.
So all I'm seeing in the canvas is my CG art on its white background. Its as though it doesn't recognize the matte on V2. Is my thinking completly off ? If there is something very obvious that I am not understanding about alpha channels or compositing I hope the forum will understand. Thanks for any help! -
The odd tale of Quickmask and the alpha channel
I'm posting this in hope rather than expectation - as I keep requesting this is fixed, but I seem to be a lone voice.
I understand that this code was written back in the 90's - and I get the impression (from a senior Photoshop engineer no less) that no one really understands it...
The odd tale of Quickmask and the alpha channel
Try this:
With Quickmask set to it's defaults (double click the quickmask icon and ensure it's set to 'colour indicates : masked areas'), paint in black to create a 'red' quickmask area. Hit Q to return to the selection border. You should see two selection borders - one at the edge of the image defining the outer edge of the selected area, and one defining the inner edge of the masked area that you painted.
Now hit the 'save selection as channel' button at the bottom of the channel palette to create an alpha channel.Everything's as expected - the alpha is black ('unselected') where you painted.
Now repeat the process, but with the Quickmask mode set to 'colour indicates : selected areas'.
In this case where you paint in QM mode should be selected. Paint a patch and hit the Q key - it is. You have a single selected area. Now hit the 'save selection as channel' button at the bottom of the channel palette to create another alpha channel.
This time the alpha is incorrect - it's the inverse of what it should be.
And it gets worse:
Ctrl / Cmd click on the alpha thumbnail to load the alpha as a selection -
notice that it even loads the black area as a selection.
It's been like this as long as I can remember... and I really wish it was fixed.
I'm a Photoshop ACI. QM is a tool I'd like to get my students to use more, but this behaviour makes it 'difficult' to teach Quickmask to users, particularly in conjunction with alpha channels. In my experience it seems that most users find it more natural to 'paint on' a selection, rather than than 'paint off' a mask.
So most users would prefer to set 'colour indicates : selected areas'
I've been around long enough to know the rubylith heritage upon which Quickmask is modelled, however I now think it's time that baggage was left behind. I wonder what proportion of current Photoshop users even know what rubylith was?
There are two points here:
1. There should be NO connection between the QM paint state and the subsequent creation (or loading) of an alpha channel.
Whether you choose to label it a feature or a bug, it's clearly wrong to toggle out of QM mode, see a selection on screen, make an alpha channel - and find your alpha is reversed.
And in addition to that - it's a 'freak' alpha that subsequently loads reversed...
2. I think it's time to drop the rubylith baggage and set the QM paint mode to a default of set 'colour indicates : selected areas'.Charles,
Thanks to your replies I've now discovered another twist to this tale...
When I'm saving a selection, I typically use the 'save selection as alpha' button in the channels panel. That shows the issue I'm referring to.
However, I've just discovered - thanks to your comments - that if instead you use the 'Select > Save selection' menu command you get a 'correct' alpha.
If you care to try that second example again you'll find you can get two different alpha's from the same selection - depending upon which saving option you choose!
This is now getting so complex, I'll have to put a pdf together explaining it and send it to our fiends at Adobe. -
Hello
Am I applying the Alpha channel correctly?
I made a title in AE (Black background, white text and a lens flare). I output it as an AVI (RGB Alpha) file and imported into my Pr project. The only way I can seem to make it work is by clicking 'opacity' in 'Show Clip Keyframes' and setting the 'blend mode' to 'screen' in the 'Effects Control'. However the lens flare looks a bit washed out/ transparent(ish).
Am I doing this right???
Cheers,
OssieTry exporting your Comp with alpha just as you did ....but turn off the Black BG layer.
There is no point to the BG (solid) as well as an alpha channel.
Put whatever bg back in ..in PPRO if you need one at all.
I assume you want your title and flares only without the black -
How to copy a selection in channel mode?
I have photoshop cs6, and I was just wondering how to save a selection in channel mode.
So for example (below), If i wanted to only copy the part of this picture that has white and the plant in the picture how would i do this? I've tried colour range but it didn't work so I am very stuck. Please help! ThanksThe problem is that you are still editing the alpha channel, which can be usefull too.
So before attempting to copy or edit, you need to go back to the layers pallete. Here's how it would look step by step:
- go to channels pallete
- highlight Alpha 1
- Click "Load Channel as Selection"
- once the selection is active (running ants around the vase), highlight the RGB channel
- go back to your Layers pallete
- copy/paste the selection as needed (or hit crtl+J) to copy the selection to its own layer
- duplicate the layer as needed
so basically, before trying to copy, you first need to go back to the layers pallete, after loading the selection
hope this makes sense, please post back if this doesn't work. -
Alpha channel movie issues?
I am starting this thread to see if there's a pattern here.
I sell QT timers on my web site and someone e-mailed me today to say that the timer doesn't work in Keynote 4...the timers have a transparent background and for some reason, because of that, the movie doesn't show up AT ALL when you play the show.
So I tested this on my 8 core system and it works fine. He had a MacBook with the Intel graphics chip.
Can anyone chime in here if you've got some movies with alpha channels in them, to see if it's only the MacBooks that are affected.
if you want to try it on a demo of one of my timers, you can get it here:
http://www.thepeatgroup.com/TimerSample.zip
slap it on a slide and play the presentation. If it works, you should see a timer with white numbers counting down from 11:43 to 11:36, with the background transparent so your slide shows through.
Here's what I know DOES work:
8 Core Mac Pro with X1900 video card
17" Mac Book Pro Core 2 duo (one generation back, not the brand new one) with the x1600 card in it.
Can anyone with a MacBook test this and post back here?Brian, I'm just chiming in here, a bit late, but what I am seeing with some quicktime movies I created with alpha channels is in version 3, they play and display just fine, but in 4.01, I can see them in the slide viewer on the left, but in the edit window I see nothing, it plays and displays in slideshow mode but the alpha isn't working. I'm running a Duel 2.0 G5 with both an ATI 9600 128MB card for my main monitor, and a 9200 128MB for my second display, I am running 10.4.10 as an OS. I also put the file into my powerbook running 10.5 and it shows up in my edit window, but still lacks the alpha channel
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Issue (aka bug): File compatibility and alpha channels
When I enable file compatibility mode on photoshop (so that previews and thumbnails show up), the thumbnail and preview will be wrong when there's an alpha channel in the channel palette. Specifically, the thumbnail will be masked by the top-most alpha channel in the channel palette. Consequently, there is sort of a work-around--if you create a plain white alpha channel and make sure it's the top-most alpha channel in the palette, then the preview and thumbnail come out fine. Luckily, this requires negligible extra memory.
If there's no alpha channel or I don't save alpha channels, the preview/thumbnail looks fine.
In spite of the work-around, a fix would be nice. It'd also be nice if there was a way to have a preview/thumbnails in Finder without the large memory penalty of compatibility mode.
BartYes, everything in Bridge works great. However, the search function in Bridge is SLOW and a bit flaky (same problem on the Windows side as well) so I like to use spotlight instead for searching. Additionally, I like to use iPhoto to create collections of images that will contain photoshop files as well as others.
For now, it is workable for me to just use compatibility mode in photoshop and make sure all images with alpha channels have an all-white alpha channel at the top of the stack. The file size penalty is tolerable for now. If Apple ever fixes things on their end, then it's a simple script to convert my psd files back again.
Bart
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