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When reading a RGBA file, Affiinty masks the RGB layers with the alpha. This is incorrect behavior. NO information should be loss because the alpha changes. The alpha is an independent channel from the RGB channels. If you do the following: Read the attached file. Write the attached file. The two images will be vastly different — because for some reason, Affinity masks the RGB channels with a black and white version of the alpha channel (this makes things really ugly). Attached is my test file. This program should NOT be throwing away information.
To sum up this issue in a sentence: When I'm applying a mask to a texture layer or I'm modyfing it's alpha channel, the parts of the RGB image where the alpha or mask is black are also overwritten with black color instead of preserving the proper channel values. Even loading the 'spare channels' into RGB channels doesn't help. The correct behaviour would be to preserve each RGB channel's value, I might be wrong, but hasn't this worked a few revisions back. Please repair it, it ruins my UE4 workflow. Affinity_Bug.afphoto
In opened tga file for example . If alpha is not perfectly 0 it works just fine but once it's zero the soft multiply RGB values to zero.
Hi! We are making a game. We use alpha channel to store additional information like a gloss-map. Basically it is not an opacity. So it is vital to keep all color values in RGB channels even if it is zero in the Alpha. Currently Affinity does not play well with this requirement. When I do open TGA image in the Affinity all RGB values are Black for transparent pixels (where Alpha is zero). So we have to stick to Photoshop for now. Do you have any plans addressing this issue?