Forum Replies Created

  • understood. I think it boils down to a feature request.

    …I would like pi to recognize the alpha channel of a background image that I load in to a layer.

    I misunderstood the “save alpha” button to mean just this, and not that it meant alpha-ing out the built-in background of pi (the color of which is determined in the pref dialog).

    The implementation of the feature request would be a big time saver in terms of compositing. Gandalf’s gem that glows _between_ the tines of his staff, as example. (staff.png = layer0, particle = layer1, tines.png = layer 2).

    Anyway, thanks for the extended thread and hope to see the feature soon.

    S-

  • “remove black background” is unchecked.

    fwiw, i”ve regressed this pretty hard and am coming up dry.

    happy to get on im (skype, etc) and share screen if you care to look.

    I am developing our latest video game (see fluidentertainment.com) and would love to use PI in our product.

    tx

  • 1) what is displayed in the stage window looks correct, yes.

    2) if “save alpha” is unchecked, I do not see the problem. I of course do not see the alpha transparency of the background png port in, but the pixels in the image are ok.

    point of clarification on “~50% transparency:”

    seems the color is getting stripped out of the png image, as compared to just a straight alpha reduction.

    i uploaded a couple images for comparison. not sure where those land in this forum as it is my 1st upload.

    Tx

  • I should mention that I am on a Mac running PI 3.0.8.1; I am rendering out of Pi3.

    I see a motion blur toggle under the view menu. It is off. I do not see any button/check box/etc for ‘high quality motion blur’.

    Under the prefs menu / open gl tab, the check box for “user hardware acceleration” is checked and disabled; I cannot change it. The same is true in the application pIllusionRender, under the options button; checked and disabled.

    The dump on my graphics card is at the bottom of this thread.

    Am I missing a couple of settings, or…?

    Tx

    S-

    ** dump **

    ATI Technologies Inc.
    ATI Radeon HD 5770 OpenGL Engine
    Version: 2.1 ATI-1.6.20

    Accumulation Buffer RGBA: 16-16-16-16
    Max texture size: 16384 x 16384
    Max viewport size: 16384 x 16384

    Supported Extensions:

    GL_ARB_transpose_matrix
    GL_ARB_vertex_program
    GL_ARB_vertex_blend
    GL_ARB_window_pos
    GL_ARB_shader_objects
    GL_ARB_vertex_shader
    GL_ARB_shading_language_100
    GL_EXT_multi_draw_arrays
    GL_EXT_clip_volume_hint
    GL_EXT_rescale_normal
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_gpu_program_parameters
    GL_EXT_geometry_shader4
    GL_EXT_transform_feedback
    GL_APPLE_client_storage
    GL_APPLE_specular_vector
    GL_APPLE_transform_hint
    GL_APPLE_packed_pixels
    GL_APPLE_fence
    GL_APPLE_vertex_array_object
    GL_APPLE_vertex_program_evaluators
    GL_APPLE_element_array
    GL_APPLE_flush_render
    GL_APPLE_aux_depth_stencil
    GL_NV_texgen_reflection
    GL_NV_light_max_exponent
    GL_IBM_rasterpos_clip
    GL_SGIS_generate_mipmap
    GL_ARB_imaging
    GL_ARB_point_parameters
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_border_clamp
    GL_ARB_multitexture
    GL_ARB_texture_env_add
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_dot3
    GL_ARB_multisample
    GL_ARB_texture_env_combine
    GL_ARB_texture_compression
    GL_ARB_texture_mirrored_repeat
    GL_ARB_shadow
    GL_ARB_depth_texture
    GL_ARB_shadow_ambient
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_occlusion_query
    GL_ARB_point_sprite
    GL_ARB_texture_non_power_of_two
    GL_ARB_vertex_buffer_object
    GL_ARB_pixel_buffer_object
    GL_ARB_draw_buffers
    GL_ARB_shader_texture_lod
    GL_ARB_color_buffer_float
    GL_ARB_half_float_vertex
    GL_ARB_texture_rg
    GL_ARB_texture_compression_rgtc
    GL_ARB_framebuffer_object
    GL_EXT_compiled_vertex_array
    GL_EXT_draw_buffers2
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXT_texture_rectangle
    GL_ARB_texture_rectangle
    GL_EXT_texture_env_add
    GL_EXT_blend_color
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_texture_lod_bias
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_stencil_wrap
    GL_EXT_texture_filter_anisotropic
    GL_EXT_separate_specular_color
    GL_EXT_secondary_color
    GL_EXT_blend_func_separate
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_sRGB
    GL_EXT_blend_equation_separate
    GL_EXT_texture_mirror_clamp
    GL_EXT_packed_depth_stencil
    GL_EXT_bindable_uniform
    GL_EXT_texture_integer
    GL_EXT_gpu_shader4
    GL_EXT_framebuffer_sRGB
    GL_EXT_provoking_vertex
    GL_APPLE_flush_buffer_range
    GL_APPLE_ycbcr_422
    GL_APPLE_rgb_422
    GL_APPLE_vertex_array_range
    GL_APPLE_texture_range
    GL_APPLE_float_pixels
    GL_ATI_texture_float
    GL_ARB_texture_float
    GL_ARB_half_float_pixel
    GL_APPLE_pixel_buffer
    GL_APPLE_object_purgeable
    GL_NV_blend_square
    GL_NV_fog_distance
    GL_NV_conditional_render
    GL_ATI_texture_mirror_once
    GL_ATI_blend_equation_separate
    GL_ATI_blend_weighted_minmax
    GL_ATI_texture_env_combine3
    GL_ATI_separate_stencil
    GL_ATI_texture_compression_3dc
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod
    GL_SGI_color_matrix
    GL_EXT_texture_array
    GL_EXT_vertex_array_bgra
    GL_ARB_instanced_arrays
    GL_ARB_depth_buffer_float
    GL_EXT_packed_float
    GL_EXT_texture_shared_exponent

  • yeah the solution i am working with right now is to:

    -place the particle on a transparent stage in pi.
    -render out to a series of pngs
    -pull those pngs into a series of photoshop layers via adobe bridge
    -copy in my background png to the newly created particle psd file
    -duplicate the background png layer a number of times equal to the number of particle layers.
    -sandwich in the background layers between the particle layers and merge down one at a time.

    a pretty big pain, even when i can script some of that in ps.

    i strongly suspect there is a solution here in pi; let’s see what they guys at wonderotuch have to say. If the forums are any indicator, they are patient and timely in their responses….

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