I am trying this hip file:
https://www.sidefx.com/contentlibrary/smokeless-flame/ [www.sidefx.com]
But I can't render a right png, it's always black, exr or jpeg is fine.
And I tried shelf tool pyro, that's what I wanted, just like this:
Sorry for my English
Pyro render png is totally black
932 7 0- unreal-universe
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- tamte
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Name smokeless flame suggests that there is no density, just flame which has no Alpha
Therefore PNG would end up black as PNG usually tries to save unpremultiplied image
That being said, your image seems to have smoke and potentially Alpha as you posted it over gray background, so there may be another issue
Therefore PNG would end up black as PNG usually tries to save unpremultiplied image
That being said, your image seems to have smoke and potentially Alpha as you posted it over gray background, so there may be another issue
Tomas Slancik
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tamteIs there any way to preserve the flame? Like the attachment picture, if I disable somke, the flame still there, right?
Name smokeless flame suggests that there is no density, just flame which has no Alpha
Therefore PNG would end up black as PNG usually tries to save unpremultiplied image
That being said, your image seems to have smoke and potentially Alpha as you posted it over gray background, so there may be another issue
BTW, attachment is shelf tool pyro render result.
Edited by unreal-universe - March 22, 2023 22:14:01
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Flame alone is pure emission, it has no Alpha, it's meant to be comped additively
So the pure nature of .PNG expecting unpremultiplied alpha forbids this as the process of displaying PNG involves multiplying color with Alpha and resulting in black in that case
So as it's been said your best bet may be to render .exr and then if you decide to output .PNG in comp you can add white alpha before export
So the pure nature of .PNG expecting unpremultiplied alpha forbids this as the process of displaying PNG involves multiplying color with Alpha and resulting in black in that case
So as it's been said your best bet may be to render .exr and then if you decide to output .PNG in comp you can add white alpha before export
Edited by tamte - March 22, 2023 22:52:53
Tomas Slancik
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Method Studios, NY
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坦特comp solved my problem, thanks very much!
Flame alone is pure emission, it has no Alpha, it's meant to be comped additively
So the pure nature of .PNG expecting unpremultiplied alpha forbids this as the process of displaying PNG involves multiplying color with Alpha and resulting in black in that case
So as it's been said your best bet may be to render .exr and then if you decide to output .PNG in comp you can add white alpha before export
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