32bit RPF / wrong transparency

Hi there,
when you have a material that uses the “opacity slot”
and you save your image as 32 bit rpf the transparency gets to bright.

wrong transparency with 32bit rpf

correct transparency with 16 bit rpf

I didn´t use any channels (actually I tried with and without active channels
.. no difference) or colormapping. The framebuffer looks correct
when rendering.. just the saved image contains this overbright effect.

sam

Vlado has said he thinks it’s a bug in Combustion’s RPF import, but I’m not so sure.

A workaround I’ve found is to include the color channel (I think?) as well. Not a great solution, but you can use it instead of those nasty bright patches. (You should see what it does to SpeedTrees!)

Thank You ! I will try that.
Actually this was an import into Digital Fusion, haven´t tested with Combustion.

Ah hah! So then it isn’t a combustion import bug. Vlado should deffinitely take a look at this.

Are both the 32-bit and 16-bit images saved from a V-Ray rendering? If yes, does this occur if you render with the scanline renderer?

Best regards,
Vlado

I made some further tests and the scanliner outputs correct results in 32bit.
Also activating further channels like transparency or color doesn´t help.

What I meant by the color channel is that you could extract that and use it instead of the default RGB, not that it would fix the transparency problem