Daniel Tegeland
Forum Replies Created
-
Yes. That actually worked. Thanks. I guess you have to do them one by one then though.
-
Daniel Tegeland
January 9, 2014 at 9:41 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.You are a ninja, or at least an AE kungfu master. Respect! I will do run some test to try to understand how everything works. This has been very helpful.
-
Daniel Tegeland
January 9, 2014 at 2:06 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.I also noticed that for this to work 32-bits depth must be enabled. This not a problem but do you know why that is? Thanks once again!
-
Daniel Tegeland
January 9, 2014 at 8:43 am in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.Wow! This actually seems to work. You don’t know how long I have been looking for a solution to this. I will test this further later today but for now I’d like to extend my hand and give you a big thank you.
-
Daniel Tegeland
January 8, 2014 at 9:05 am in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.Hi!
I have attached my comp in v6 format. If you make a snapshot you notice there is a slight difference when you switch between the two. May seems like a minor detail but this can cause bigger issues. I had my colleague make a test comp in Nuke and there it is dead on.
I think the issue is that every layer need to be unpremultiplied before any comping is made. The last step is to premultiply again (this being the stencil alpha). Do you know how to make a proper unpremultiply in ae? In Nuke there is a unpremultiply and premult node.
Thanks for looking at this.
6969_testedgefixedconvertedcopycs6.aep.zip
-
Daniel Tegeland
January 7, 2014 at 8:26 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.Hi Darby!
I does seems that this does the trick in this particular scene. I imported some more objects and change the lighting some and all of the sudden I have the same problem again, although I just replaced the images from your comp. Strange. If you can find it in your heart to look at the same setup once more with a different rendering I’d be appreciative. It’s pretty close now though, but it would be nice to always know I’d be dead on.
6967_testedgefixedconvertedfolder.zip
-
Daniel Tegeland
January 5, 2014 at 11:28 am in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.Thumbs up!
Here is a test scene I did to illustrate the problem. I did a comp of the render elements. Using them results in bad anti aliasing. The problem multiplies with the number of layers used. Maybe this isn’t a gamma problem but the fact that I m using pre-multiplied images? Just want a workflow that doesn’t produce this problem.
The zip contains an aftereffects scene, exr images and a max scene. I didn’t include the hdri used in the scene.
It would be great to hear your input in the matter.
below is the link.
-
Daniel Tegeland
January 4, 2014 at 5:40 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.Hi Darby!
Thanks for the info. I do believe that my footage is linear. And I do get black borders. My footage is set to premultiply and my project settings are linear. I have some issues with real time playback when using linearize working space(RAM preview). That is why I prefer to leave it off and use “match colors using 1.0 gamma” instead.
If it’s not to much trouble could I send over a ae file and maybe you can have a look at it. You seem to know what you are talking about.
-
Daniel Tegeland
January 1, 2014 at 9:54 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.I use V-Ray as my renderer of choice. It doesn’t support straight alpha output. If it did I believe this wouldn’t be a problem
-
Daniel Tegeland
December 30, 2013 at 1:42 pm in reply to: comping 3d images with gamma 1.0 results in alphas with black borders.I might have found something that actually works. If you add a levels effect on the layers using some blending operations (add, mult…) then apply a value of 0.45 on the alpha. The black halo around the object is gone. I believe I have de-gamma the alpha. Not entirely confident on the linear workflow stuff. Just trying to find something that works.
I think Adobe should give the color space in AE some attention. This issue isn’t one in the other compositing tools.