Alpha/Transparency-Handling in Aperture
I am new to this forum, so first off: Hello!
Recently i switched my workflow to Aperture, and the product really feels well to use so far! But there is one thing, which unfortunately is pretty much a show stopper for me. Let me explain, and please give me a hint if the mistake is on my side:
i am mainly using Aperture to make the final touches, metadata and exports to client for design/product photography, very often as well cg generated. With these kinds of jobs, the client always needs files with an alphachannel so he can put the product in front of a background of his choice - if you cannot deliver that you look really stupid.
So, i got mainly TIF16 or 32bit with an embedded alphachannel as my source data. Aperture reads them fine, takes care of the colordepth, shows alpha as black, etc. So far so good.
But i did not yet find any way out of aperture exporting/saving with common alpha-aware formats as PSD or TIF 8bit. Aperture just discards the alpha without options or prompting.
This cannot be the way it is in a pro software, so what am i doing wrong?
Cheers, Aksel
"If you make any adjustments to the master file the only output you can get from Aperture is either the original file - with no adjustments or a flat tiff file with the adjustments."
Thanks, that answers my question. That's in fact what i (and i don't think i am the only one) would need essentially. Get an RGBA-Image in, make RGB-corrections, and write a corrected RGBA out.
Of course i could create a seperate mask file, i thought about that - but that's a hacky solution, and not the way i prefer to go when building up a library of thousands of images. I chose Aperture to simplifly things
Any word maybe from Apple staff on if this is a feature to expect in the future for product photography?
Thanks, Aksel
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This is what happens when the palette is rebuilt, which matched the exported palette;Linda,
I do not appreciate your condescending tone. I have attempted all of your instructions. Embedded is a window capture of my graphic on a TRANPARENT canvas with your suggested settings. Also embedded is the resulting graphic. Finally, embedded is the original graphic that demonstrates what I am attempting to achieve.
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Here
and
Here
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Natenatronix wrote:
> Jim,
> That one only contains 16 transparent values, if the
optimize palette
> functioned correctly it would be 255.. the source image
I started with
> contained a 256 pixel wide block, blending from opaque
black to completely
> transparent (therefor 1 opaque color and 255 values of
transparency).
>
> However when I select PN8, adaptive sampling, 256 colors
and alpha
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>
> I'd described this previously- the posting of this file
was per Linda's
> request to see a PNG8 with non-index transparency, which
it has, albeit not a
> full 8bits.
>
> On another note, I've opened up the .act files in a hex
editor and can see
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>
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at. I've tested CS3 & 4
> and they aren't playing nice.
>
> It appears as though I'll need to manually concatenate
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That or I get a patch
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patch to Photoshop
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holding my breath.
>
>
Nate can you share the original 256 value set, even if it is
in PSD form?
Jim Babbage - .:Community MX:. & .:Adobe Community
Expert:.
http://www.communityMX.com/
.:Adobe Community Expert for Fireworks:.
http://www.adobe.com/communities/experts/members/206.html -
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Jim Babbage - .:Community MX:. & .:Adobe Community
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Extending Knowledge, Daily
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.:Adobe Community Expert for Fireworks:.
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rough here)
newImage = new(#bitmap)
newImage.name = "place_Test"
newImage.image = member("place").image
newAlpha = new(#bitmap)
newAlpha.name = "AHH"
newAlpha.image = image(newImage.image.width + 24,
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DaveHi, you can try using other texture layer as mask on the same
shader. As usually you create the texture from a dynamic loaded
image, then apply this texture to the shader on the texture list
index 1 (textureList[1]). Next part does the job, create other
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all pixels with white color, this is very important because the
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texture to the same shader at texture list index 2, verify that the
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I include the code of a project that use this masking
approach:
property pMember
property pEarthSphere
property pNightSphere
property pLastTransform
on beginSprite me
pMember = sprite(me.spriteNum).member
me.setupWorld()
end
on setupWorld(me)
pMember.resetWorld()
repeat with i = pMember.light.count down to 1
pMember.deletelight(i)
end repeat
vEarthModelResource = pMember.newModelResource("EARTH MODEL
RESOURCE", #sphere)
vEarthModelResource.radius = 50.000
vEarthModelResource.resolution = 20
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vEarthModelResource)
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RESOURCE", #sphere)
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vNightModelResource.resolution = 20
vNightTexture = pMember.newTexture("NIGHT TEXTURE",
#fromCastMember, member(4,1))
vNightTexture.quality = #lowFiltered
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vNightShader.emissive = color(255,255,255)
vNightShader.flat = TRUE
vNightShader.transparent = TRUE
vNightShader.textureList[1] = vNightTexture
vMaskNightTexture = pMember.newTexture("MASK NIGHT TEXTURE",
#fromCastMember, member(6,1))
vMaskNightTexture.renderFormat = #rgba8888
vNightShader.textureList[2] = vMaskNightTexture
vNightShader.textureModeList[2] = #wrapPlanar
pNightSphere = pMember.newModel("NIGHT MODEL",
vNightModelResource)
pNightSphere.shaderList[1] = vNightShader
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end
on exitFrame(me)
pEarthSphere.rotate(0.0,0.1,0.0)
me.moveMaskNightTexture()
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on moveMaskNightTexture(me)
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vRotationVector
end -
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Purchased new retina iMac with all the trimmings, including AMD Radeon R9 M295X 4096 MB. Now all presentations with alpha transparency no longer have transparency!
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The Keynote problem is exactly that. I loaded Keynote on my non-retina macbook pro, and the same issue is there. Maybe Keynote or Yosemite.
Found out that in order to restore transparency I have to select the image, select Alpha Channel, click on the image (after a couple of times I realised that there is no need to result the area to be transparent), and then it's back.
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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.
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-Noel -
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Hello,
I've imported a graphic, ProRes 4444 with an alpha channel but Premiere 6.0.2 is not reading the transparency. When I lay it on top of another clip the transparent part shows as black rather than being transparent and showing the layer underneath. It seems like the same error is happening in After Effects.
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I'm working with a Mac Pro, NVIDIA Quadro 4000, Lion.
Any suggestions?
Thanks!
GerryHi,
Thanks for responding and getting back to me guys
@ Fuzzy...Trust me... I didn't think it would work...it didn't make sense to me either but I misunderstood Gerry...he doesn't know that I am operating exclusively on a PC using only PC based software...I don't have a MAC.
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Should I send you the file to take look at Kevin?
Thanks again -
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-ddogHi david,
If you haven't read any online tutorials yet. Please try this one Re: http://discussions.apple.com/thread.jspa?messageID=2790185�
regards
Chris
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