2022-10-26 at 6:19 pm #56885
I’ve searched the forums for something similar but found nothing. Basically I want the final render in verge to look like the “premultiply setting” for alpha setting inside blender, but it doesn’t seems to pick up on this setting and it looks like simple “straight” option.
How can I make verge renderer accept this change?
I have a couple of pictures to illustrate what I mean. Straight setting will have a white outline around transparent textures, while premultiply will get rid of it and make it look far superior.
Attachments:You must be logged in to view attached files.2022-10-27 at 12:18 am #56890
Could you post your material nodes and your object blend settings along with zdepth. Blender uses Premaultiply by default and V3D seems to handle that pretty well. I think you may have something else going on but would need more info.2022-10-27 at 2:37 pm #56932
Yeah of course, here it is.
Attachments:You must be logged in to view attached files.2022-10-27 at 5:14 pm #56934
What version of Blender are you using? I am using 3.3 and have been able to replicate the problem. I am not sure at this time if its a Blender bug or a V3D bug.
Blender by default Premultiplied was the method Blender had been using but now the default seems to be standard which does create the white lines. Premultiplied gets rid of them in Blender but I am not certain V3D is picking up on the settings change. I will reach out through the Enterprise channel and see if they can provide any insight.2022-10-27 at 5:31 pm #56935
Thank you. I’m using version 3.1 of Blender.2022-10-27 at 7:13 pm #56936
and what version of v3d?2022-10-27 at 8:53 pm #56937
Latest I think? 4.1.12022-10-28 at 6:57 am #56938
Feedback from Soft8Soft – “Alpha Premultiplied is not supported in Verge3d yet. I (Alexandar) am going to assign this task a higher priority in order to deliver this feature in the upcoming stable release of 4.2.0.”
Seems we will be waiting a bit to fix this…. Since you are using Blender 3.1 you may want to drop back to V3D 3.9.1 and give that a try.2022-10-28 at 1:39 pm #56939
Ok Thanks a lot for the support!2022-11-29 at 5:19 pm #58637
Hello there, sorry for bumping this necro thread, but it’s relevant to 4.2’s release, as premultiplied was supposed to be supported now, but it still doesn’t seem to work, and textures look the same as “simple” setting.
I can provide full blender file in case my node setup is bad.2022-11-30 at 7:09 am #58683Alexander KovelenovStaff2022-11-30 at 9:47 am #58699kdvParticipant
In the release example the texture with the premulriplied alpha channel differes from the other three ones. The other three textures do not look like the second one even if their alpha is set to Premultiplied too. They are initially different in RGB channels.
One more thing: in his textures the image in the alpha channel is thicker. Cells in RGB are white inside (but should be black). That’s why there are white outlines inside cells.
It looks as expected if the RGB image is black inside cells. Just make a proper texture.
Pre-multiplied Alpha. It works. Looks more blue.
2022-11-30 at 5:39 pm #58718
Thanks for the insight, but can you explain precisely what it is you did with the texture files for it to work?2022-11-30 at 5:56 pm #58719kdvParticipant
That’s your texture in RGB, without alpha.
That’s how it should look to work properly.
2022-11-30 at 6:05 pm #58722
I see, thanks a lot!
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