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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, I was messing around w/ ThreeDee's cool rotatable sphere snippet, and I ran into this strange problem. I'm setting an alpha ... it's there, you can see it. But in the result, there is no alpha. It puts the standard image behind it.

What's going on here? There is not even an 'image' node on the filter.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the file. Note that, the presets all show an the transparency correctly, however, the rendered image, and the render maps show none.

ZZZ_no alpha.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Wow, I never noticed it before, but half my filters with transparency do the exact same thing.

So, after a little bit of investigative work, it turns out that you HAVE to have the "image" node connected into some part of the filter for the transparency to work correctly. I can't think of a good reason why it is this way, but it works. Just connect it anywhere, and blend it with 0% or something, and voila --
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Perhaps this can help?
http://www.filterforge.com/more/help/...utput.html

Quote

- If a filter uses the Image component but no Selection component, Filter Forge considers the filter to be an image-based effect such as a distortion, and combines its output with the original image by linear interpolation using the selection as an interpolation coefficient, so that the filter output is restricted by the current selection.

- If a filter uses no Image or Selection components, Filter Forge considers the filter to be a texture generator, and blends the filter output with the original image using the selection as a mask – the same method as in the Normal blending mode of the Blend component. The original image is 'seen through' the transparent areas in the filter output – the texture generated by the filter is 'laid over' the original image.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
If you keep in mind that FF is designed around working on a single photoshop layer, then the behaviour is totally logical: if no 'custom' layer is present (as in standalone mode), FF defaults to loading a layer that happens to have a completely opaque alpha - the default lifesaver image!

Any areas of your texture that are transparent will show the source layer underneath, as any filter output is always comped over this source layer. You'd have to go to 'File > New Image...' and create a zero alpha image to have an 'empty' and completely transparent source layer to work with.

Consequently, there's no need to turn all your texture filters into effect filters by adding the Image component as a workaround. One just needs to be aware of the source layer being always present.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i always just add a switch component but put the image component on a leg that wont show up and then dont add a control to the switch component. this puts the image component on an active component so that it will be 'seen' but it's never active on the switch. and you just put the rest of your stuff on the 1st node of the switch and hard wire the switch to position one.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I understand now, good to know.

Still, took me 20 minutes of pondering to figure out how that is logical, but I think I get it now: It's a difference between a texture filter and an effect filter; you don't expect to modify the original image with a texture filter, just add to it, thus transparent areas get filled with original content. On the other hand, you do expect to modify the original image with an effect filter; you can distort or even take away from it (make it transparent). Damn, that even sounds complex. How about:

Texture Filter (no Image component) = transparent areas are filled with current image

Effect Filter (Image component) = transparent areas become transparent (except on background layer)

(I give up, I can't make it sound simple no matter how I put it.)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Thanks for the help. I guess it makes logical sense, but is pretty unintuitive. I guess I hadn't ran into this before, since all my transparent filters were based on input images.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
lol, 3D. you're not the first to stumble on this one. wait till you start playing with not only 'set alpha' but 'get alpha' and then start tracing the alpha through a long filter, effect or texture. it can drive you nuts trying to remember why the alpha does or doesnt show up in certain places. and it's doubly hard on folks used to working with alpha channels in graphic editors, where it is more intuitive.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Koh
Koh

Posts: 76
Filters: 8
I tell you it makes me loose hairs sometimes smile:D And i sometimes sneak back to other programs too, while i would rather do it in Filter Forge as I so dislike swapping programs while I'm working.

I spend working on the alpha thing this weekend and trying to get it in my head how it works, so then finally i thought yes i get it, lets try it out.... and i got the same problem all over again. Muh... I guess its gonna cost me a few more months smile:)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We have an item on our todo list for future versions to make this thing less confusing. Most likely, this behavior will be controlled somwehere in filter options, and the setting will have several options like 'blend', 'don't blend' and 'automatic' - the current behavior will apply when 'automatic' is selected.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
that sounds good, vlad.

and, if you could put that option inside the editor, that would help even more. it could make a great way to debug alphas by going back and forth.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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