Thanks Luc. I'll give it a shot.
Seems like there should be an option regarding the behavior of the alpha channel.
On another note I was having a similar issue with the render tree and alpha channels. If you take a RGBA combine node and plug it into a material you'll see that you have control of the alpha while its rendering (need to have a render region displaying the alpha channel to see this). But at the last moment the alpha pops to white.
I appreciate the help.
----- Original Message -----
From: Luc-Eric Rousseau <lucer(at)Softimage.COM>
Date: Monday, August 28, 2006 8:03 pm
Subject: RE: RE: fxTree - mask shapes
> It's hard to paint black in alpha. The thing is, alpha ends up
> being white wherever anything is painted, it's the opacity
> required for proper anti-aliasing. In the case of of the edge
> blur parameter with a black mask shape, this is clearly a bug.
> Anyway, here's how to get what you want :
>
> 1)use your Mask Shape operator, but do not connect the input, and
> paint your shape in white.
> 2) Connect the output of that to Ops->Color Adjust->Invert (Ops is
> the operator menu)
> 3) Connect your file input to the first input of Ops->Composite-
> >Math Composite
> 4) Connect the Invert node to the second input of that Math Composite
> 5) Set the Math Composite "Math Op" to Multiply
> 6) Connect the output of the Math Composite the file output
>
>
> [FileInput]
> | [ShapeMask]
> | |
> | V
> | [Invert]
> | |
> V V
> [MathComposite: Multiply]
> |
> V
> [FileOutput]
>
> > From: dbarosin(at)optonline.net
> > It's basically one 'Mask Shapes' operator between a FileIn
> > and a FileOut.
> >
> > In the FX viewer I use the rectangle tool to draw a black region.
> > This works fine for rgb & a.
> >
> > I then select the rectangle shape and hit <enter> to get its
> > properties.
> >
> > From there I adjust the 'edge blur'. This is when the alpha
> > jumps to white.
> >
> > > > From: dbarosin(at)optonline.net
> > > > I'm using mask Shapes in the fxTree and drawing a rectangle
> > > > shape to create a black region in the rgb & a. It works
> > > > fine if I leave the edge blur property on the rectangle at
> > > > '0' but when I add a blur value the alpha pops to white.
>
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