No alpha channel wanted

Is it possible that no one else has had this problem? I received no answers to my previous post: Is there any way to change the pixel depth when rendering a TGA sequence? The source material - an HD MOV file - has no alpha but when I render in Compressor, it says: 32-bit pixel depth. Can this be changed to 24-bit? Very frustrating.
best,
d.

It has to be the way I am exporting because when I reimport the clip into FCP again and place something under the alpha channel, it does not appear. How can I export a keyed clip and bring it into Motion to manipulate the alpha channel?

Similar Messages

  • I want to export with alpha channel using a codec that carries less data than gopro cineform

    Hi--I want to export some intermediate files with an alpha channel. i'm using gopro cineform, and these files end up being so large, meaning that i have to sit through hour long renders.  is there a a codec i can use that has an alpha chanel but creates a smaller file size?
    thanks

    Thanks for your help Patrick. I tell ya, I can't believe what's going on. As I said, this project until today has not caused me any issues what-so-ever. The other six sessions are totally fine. I also created a quick project with the same settings added text - then exported using the same settings I've used before, and it exports with the proper alpha channel.
    Yet, I rebooted the Mac, made sure to delete old versions in the trash can and everything. Still, no alpha.
    To keep moving forward, I literally had to use a color key in FCP to cut out the background color.
    Crazy!

  • More CS 5 - ProRes 4444 Alpha channel nonsense

    Hi:
    Quicktimes I render out of After Effects CS 5 using the ProRes 4444 codec are tagged as having an alpha channel even though my settings in the Output Module are RGB and Trillions of Colors.  NOT RGB + Alpha and Trillions of Colors+.  It doesn't matter whether my project is 8 bit or 16 bit.
    When I bring such movies back into AE it shows them as having an alpha channel (Trillions of Colors+).  If I do a Get Info in QT player it shows Millions of Colors+, and FCP shows them as having an alpha, too.
    I just upgraded to Snow Leopard 10.6.8 (figured it was safe after two years) and in the process switched full time to CS 5 (I only used it in the past to open other's projects).  I never had these issues with CS4.  I have not installed any AJA codecs into this new OS (clean install over wiped HD).
    This appears to be the opposite of the problem most have been having, which is AE won't generate an alpha in ProRes 4444 without moving codecs and other nonsense.
    The reason this is a problem is because when I bring these Quicktimes with faux alphas into FCP for editing I can't export a reference movie.  FCP rewrites the whole timeline.
    Haven't these CS 5/ProRes 4444 codec/Alpha channel issues been going on for over a year?  Do I have to buy CS 5.5 to get this to work correctly?
    Thanks.
    Shawn Marshall
    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.
    Apple ProRes encoding at any frame size—SD, HD, 2K, 4K, or other: Apple ProRes codecs can also be encoded into nonstandard frame sizes, but nonstandard frame sizes are not supported for real-time playback in Final Cut Pro.
    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)
              if (!(source.getColorModel() instanceof DirectColorModel))
                   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.

  • 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.
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    Software:
    Hardware:
    Finally, a mostly-transparent logo bug. The hardware version is not as transparent.
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    Hardware:
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    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.

  • How do I create or export a logo in Illustrator CS5 with an alpha channel to use in Final Cut Pro 6?

    To anyone who can help:
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    Shaun MacLellan

    I 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:
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    5. Drag the result into Final Cut (or Motion).
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  • 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?
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    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?

  • Keys in CS-5 - Save Alpha Channel AVI

    Hello. I go shoot keys with green screen. On Location is good for some of that, but I have to remember to adjust the sound level next time. To show kids who did the scripts, I used the CS3 Ultra to quick ket a sample and dump on a background like we plan to use.
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    2) Please help me with the settings so someone who makes the final steps, I think in another program, can open up the AVI files and have a good key to finish off. So far I haven't found one that will let me tick alpha channel to save.
    **Yes i should find the Premiere fix list and ask for an ULTRA pop up of the CS3 design, if they are going to keep in Premiere.
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    Look here for the steps to export an AVI with alpha: exporting video with an alpha channel (transparency)
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  • Copying an alpha channel from one comp to another?

    I've created a green screen key using Primatte in one comp, and I want to use that same key in another comp, but where the background has since been replaced and rendered out with an effect I want to keep on the foreground subject. I bet it's something simple...
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    Pre-compose, use as a matte layer.
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  • Are Quicktimes with alpha channel gone in Keynote 6.0?

    Say it aint so. This is a very crucial feature of the app for my company.

    While presenting from an iOS device is certainly useful, I want to be able to do the best presentations possible. Looks like Keynote 5.3 will be the tool of choice for some time yet.
    Keynote 6, while a step forward for maybe 99% of users (that don't want to care about what works and what doesn't on various platforms), is a major leap backwards for the professional presentation business.
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    Add a proper theme editor, so you easily can change various defaults and maybe add custom border styles and stuff.
    Make the presenter's display more flexible, and allow for (simple) editing of slides while running the show.
    Phil Schiller may have the time and resources to let 3D animators render full frame wow!-inducing movies-as-transitions, but isn't it better to have more power within the application itself? And with Keynote 6, some of that power is gone.
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  • How to assign a layer as a output (Encode) alpha channel

    Hi
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    Thanks
    Craig

    Hi
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    for examples.... I have about 6 video files all built up on top of each other (video 1, Video 2... and so on). The final layer (Video 7) I then import a PNG file with alpha to show the videos below where I want exactly. The black area (non transparent) area of my layer 7 I want to be seen as my alpha channel in my 3rd party video software after I have outputted (encoded) my video file.
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    Thanks
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  • Problem with Alpha Channel

    The top level track on my project contains an alpha channel. However, being the top level track the tracks below it are invisible.
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    Summary of goal: I want to adjust the transparency of the top track so that the lower tracks appear.
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    If you want to adjust the transparency of a clip, you modify its Opacity property.
    Changing the alpha channel properties in the Interpret Footage settings is for when the alpha channel of an asset is not being interpreted/used correctly by the application.

  • Alpha channel in Exporters

    Hello,
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    Thank you,
    Petro

    Hi Petro,
    I looked into the SDK samples, and there was a few adjustments I had to make to get the alpha channel to round trip successfully, when exported out using the SDK Exporter, and reimported using the SDK File Importer.
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    mySettings->exportParamSuite->GetParamValue(exID, 0, ADBEVideoCodec, &codecSubType);
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    The other change I had to make was in RenderAndWriteVideoFrame().  One of the parameters for RenderVideoFrame(), SequenceRender_ParamsRec, includes a member called inCompositeOnBlack. Again, I set this according to the codec:
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    Regards,
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  • Bluff Titler Alpha Channel problem

    Hi
    I have made a video file using Bluff Titler. I have exported it with tranparency, but I cannot get the alpha channel to work inside PPRO CS 6.03...
    Has anybody tried this with Bluff Titler and would be so kind to share their workflow?
    Thanks
    /Ulf

    have you tried this ?? read the help file at your bluff titler website ?
    =======pasted from help =======
    4 TRANSPARENCY
    BluffTitler can create AVI files with transparency information (RGBA, or AVI with alpha channel). You can do this by selecting Uncompressed AVI with transparency in the File/Export as Movie... dialog. This is very useful if you want to overlay your titles onto your videos, but unfortunately not all video tools can import AVIs with transparency, so try using AVI without transparency if your NLE starts complaining about not being able to read your AVI file.
    BluffTitler allows you to export your BT show as compressed AVI with transparency info. This combination of compression and transparency is rare and not many encoders and NLEs support it.
    ======end paste ========

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