

( Node setup - trying to follow what it says to do on the wiki, probably not correct tho ) ( Straight Alpha output - definitely seems wrong ) ( Composite RGBA - looks exactly what im after ) Heres a couple of screenshots to show whats happening:

In the composite view, the combined ( RGB multiplied with alpha ) output looks right - however the straight alpha output ( again in render result view ) is blank which seems weird as it should be a monochrome rendition of the composite shouldn’t it? Yeah Im definitely using a 4-channel output format in the render settings and have tried saving the file as both PNG and TGA, unfortunately the alpha channel is blank when I load the png or tga into photoshop. If you render the image it looks nearly exactly right in the composite render result, but the saved image does not work :no: i’d greatly appreciate any help that anyone can give. ( which doesnt really make much sense to me ).īasically I need a pint glass rendered with nice reflections and refractions, but with alpha transparency, so the image is transparent where nothing is being reflected in the glass. Then use the Index OB node to mask it out and the Set Alpha node to set the alpha for that portion of the image. Render the image using Ray Transp and the Index pass (Render Layer panel). To set the Alpha value of an object AND use raytracing, set the Pass Index the object (Object and Links panel). I’m trying to use the technique outlined here: I’ve managed to get a composite setup that renders an image that looks correct to me, but when i save to an rgba png or TGA the image has no useful alpha channel. Having some issues rendering a glass with refractions and reflections that writes to the alpha channel of the output image in the same way that Z-transparency would.
