Roboko Posted June 15, 2022 Share Posted June 15, 2022 Hello, In game development it is typical to 'channel pack' material data into all four channels (Red, Green, Blue, Alpha) of an image to save disk space. Using the Spare Channels feature, I am able to control the Red/Green/Blue channels without problem, but Alpha seems to be a problem. Whenever I use a spare channel on Alpha, it seems to also affect the data on Red/Green/Blue channels, specifically on a scale of 0-255 on each channel, every RGB value gets reset to 0 for any pixel that is fully transparent, losing the data that has been encoded into the channel. Is there some way to prevent Affinity Photo from deleting RGB data when Loading a spare channel to Pixel Channel Alpha? Quote Link to comment Share on other sites More sharing options...
walt.farrell Posted June 15, 2022 Share Posted June 15, 2022 Alpha is always transparency in the Affinity applications. I'm sure there are Feature Requests to enhance that. Lee_T 1 Quote -- Walt Designer, Photo, and Publisher V1 and V2 at latest retail and beta releases PC: Desktop: Windows 11 Pro, version 23H2, 64GB memory, AMD Ryzen 9 5900 12-Core @ 3.00 GHz, NVIDIA GeForce RTX 3090 Laptop: Windows 11 Pro, version 23H2, 32GB memory, Intel Core i7-10750H @ 2.60GHz, Intel UHD Graphics Comet Lake GT2 and NVIDIA GeForce RTX 3070 Laptop GPU. iPad: iPad Pro M1, 12.9": iPadOS 17.4.1, Apple Pencil 2, Magic Keyboard Mac: 2023 M2 MacBook Air 15", 16GB memory, macOS Sonoma 14.4.1 Link to comment Share on other sites More sharing options...
Staff Lee_T Posted June 15, 2022 Staff Share Posted June 15, 2022 Hi Roboko, RMA (roughness/metalness/ambient occlusion), the most common channel packing method, is possible using the RGB channels but not using the alpha channel. I've dug out one of our old videos that may help you out with your workflow: https://player.vimeo.com/video/205028961/ Hope this helps, Lee Quote Link to comment Share on other sites More sharing options...
Roboko Posted June 15, 2022 Author Share Posted June 15, 2022 In my particular case, I need to be able to encode data into the alpha channel for three textures due to the engine that I am working with Specifically the engine uses Diffuse RGB + Emission on Alpha, Normal RGB + Glossiness on Alpha. I guess I can't use Affinity for my projects then shame Quote Link to comment Share on other sites More sharing options...
Old Bruce Posted June 15, 2022 Share Posted June 15, 2022 17 minutes ago, Roboko said: I need to be able to encode data into the alpha channel for three textures Three sets of information in one channel, neat trick. How is it achieved? Quote Mac Pro (Late 2013) Mac OS 12.7.4 Affinity Designer 2.4.1 | Affinity Photo 2.4.1 | Affinity Publisher 2.4.1 | Beta versions as they appear. I have never mastered color management, period, so I cannot help with that. Link to comment Share on other sites More sharing options...
Lisbon Posted June 15, 2022 Share Posted June 15, 2022 Hi Roboko, 7 hours ago, Roboko said: Whenever I use a spare channel on Alpha, it seems to also affect the data on Red/Green/Blue channels, specifically on a scale of 0-255 on each channel, every RGB value gets reset to 0 for any pixel that is fully transparent, losing the data that has been encoded into the channel. In other words, the problem only occurs in the areas where the alpha channel is fully black. The image you will use to replace the alpha channel is it a grayscale image? Is it ok to replace black (RGB: 0 0 0) for almost black (RGB: 1 1 1)? This will result on an alpha of 1 (scale 0-255). Not ideal, but at the same time almost impossible to detect. If its a grayscale and its okay to replace 0-0-0 with 1-1-1, you can try a procedural texture. While in the layers tab, apply this procedural texture: var a=step(R,0); a/255 + (1-a)*R NotMyFault and Lee_T 2 Quote Link to comment Share on other sites More sharing options...
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