rui_mac Posted May 1, 2015 Share Posted May 1, 2015 The fourth channel (in an RGB image) is always interpreted by Affinity Photo as an alpha channel. Yes, this is the desired behavior, most of the time. But alpha channels are simply additional channels that can be used for several tasks. For example, when I output a render from a 3D app with depth information, the fourth channel can be that depth information. Other times, the fourth (fifth, sixth, etc) channel carries buffer ID information (object masks for being able to adjust individual objects). I hope this default-to-fourth-mask-always-being-the-transparency changes when we get more features in the Channel floater. For example, as it is now, I can't delete the Alpha channel. Someone could say "Well, simply set it to all white".But I want to keep it as an extra channel that I can resort to later... I just don't want it as a transparency channel. This situation happened because I had a RGB image with the fourth channel as a depth map. So, I wanted to duplicate the channel #4 (the depth) to channel #5 and set the channel #4 to an all white channel. That is sooooo easy to do in Photoshop. I just hope it gets as easy to do in Affinity Photo also. Link to comment Share on other sites More sharing options...
AnadinX Posted May 2, 2015 Share Posted May 2, 2015 Big +1 here, I do game dev and we area always using Alpha channel for non-transparency information, being able to modify and manipulate each channel completely plus being able to use extra ones for temporary storage is still one of the reasons we struggle to move away from PS rui_mac 1 Link to comment Share on other sites More sharing options...
rui_mac Posted May 2, 2015 Author Share Posted May 2, 2015 ^^^ What he said :) Link to comment Share on other sites More sharing options...
SLowmo75 Posted September 8, 2015 Share Posted September 8, 2015 +1 here too, please! Link to comment Share on other sites More sharing options...
AshTeriyaki Posted September 8, 2015 Share Posted September 8, 2015 Yup, when I work with CG I'm normally exporting at least 4 additional channels besides RGBA. While we're here, openExr support would be brilliant Link to comment Share on other sites More sharing options...
Herbert123 Posted September 9, 2015 Share Posted September 9, 2015 Yup, when I work with CG I'm normally exporting at least 4 additional channels besides RGBA. While we're here, openExr support would be brilliant OpenEXR would only make sense if 32 bit per channel support is added. AshTeriyaki 1 Link to comment Share on other sites More sharing options...
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