j00ey
09-20-2003, 02:25 AM
hi all
i'm rendering some sprites which are using a sequence of files [with alpha] and i can't seem to get them to generate an clean + accurately anti-aliased alpha in the final render. to be honest i haven't checked the alpha channel itself, but when i comp it in after effects i get aliasing artifacts which i then have to choke off. [i'm not at work now so can't check it].
i did a workaround by rendering against a colour similar to most of the image they'll be comped onto, but in the docs it says if you're going to comp the sprites, render against black.
i'm sure though that there is a way to get a decent alpha output in the first place though, otherwise it would be pretty useless.
also i noticed that on an nvidia card [not sure which but generally very good and specifically maya-compliant] i was using earlier i didn't get alpha at all, but with a matrox g400 [which is generally pretty sh!+e with maya] i get the half assed alpha.
any ideas anyone?
thanks
j00ey
i'm rendering some sprites which are using a sequence of files [with alpha] and i can't seem to get them to generate an clean + accurately anti-aliased alpha in the final render. to be honest i haven't checked the alpha channel itself, but when i comp it in after effects i get aliasing artifacts which i then have to choke off. [i'm not at work now so can't check it].
i did a workaround by rendering against a colour similar to most of the image they'll be comped onto, but in the docs it says if you're going to comp the sprites, render against black.
i'm sure though that there is a way to get a decent alpha output in the first place though, otherwise it would be pretty useless.
also i noticed that on an nvidia card [not sure which but generally very good and specifically maya-compliant] i was using earlier i didn't get alpha at all, but with a matrox g400 [which is generally pretty sh!+e with maya] i get the half assed alpha.
any ideas anyone?
thanks
j00ey
