Exit
  • Global community
    • Language:
      • Deutsch
      • English
      • Español
      • Français
      • Português
  • 日本語コミュニティ
  • 한국 커뮤니티
0

RGBA Mask Alpha Channel Issue

New Here ,
Sep 17, 2023 Sep 17, 2023

Can anyone help with an issue I'm having with exporting an RGBA Mask? I have a user channel for the Red channel, Green channel, Blue channel, and Alpha channel, but the Alpha channel is masking the other channels in the export even though each channel is set to export to their own corresponding channel. I used the following YouTube tutorial to set it up: https://youtu.be/YIFbtmnKVgc?si=MfmD9L63MF9npvq3. The video only shows using the R, G, and B channel but in the description it said to copy the setup like the other channels to add the A (Alpha) channel. I'm assuming the Alpha channel may need to be handled differently. Any help explaining what I'm doing wrong would be awesome. Here is a Google Drive link (SP_RGBA_Mask) to the project file and smart material if needed to better diagnose the issue

TOPICS
Discussion , Import & Export
1.6K
Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines

correct answers 1 Correct answer

Adobe Employee , Sep 19, 2023 Sep 19, 2023

Hi,

Your setup is working, have you tried checking your R, G, B, and A channels separately in another program? They contain the linear information that you wish to transfer. Keep in mind that, packing textures is designed to keep the memory footprint of your texture as low as possible, and using an alpha channel has a bigger memory impact than other channels. If your goal is to ease your workflow then it's all good!

Kind Regards,

Geoffroy SC

Translate
Adobe Employee ,
Sep 19, 2023 Sep 19, 2023

Hi,

Your setup is working, have you tried checking your R, G, B, and A channels separately in another program? They contain the linear information that you wish to transfer. Keep in mind that, packing textures is designed to keep the memory footprint of your texture as low as possible, and using an alpha channel has a bigger memory impact than other channels. If your goal is to ease your workflow then it's all good!

Kind Regards,

Geoffroy SC

Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Sep 19, 2023 Sep 19, 2023

You're absolutely right.  Only the Alpha was showing correctly in Affinity Photo, but now that I checked UE5 the channels show exactly as they should.  I will definately try not to use the Alpha channel going on your suggestion due to performance. You would think by now I would know better to check in multiple programs when problem solving.  Thank you so much for your help Geoffroy.  

Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Adobe Employee ,
Sep 21, 2023 Sep 21, 2023
LATEST

Happy to help! Good to hear your problem is solved. Don't hesitate to ask any other questions you might have.

Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines