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map uv node alpha 0 does not always produce a solid white alpha channel
Closed, ArchivedPublic

Description

--- Operating System, Graphics card ---
cpu: amd athlon 64 3800
ram: 1024 mb
gfx: ati radeon xpress 1150, 512 mb
os: windows xp pro, service pack 3

--- Blender version with error, and version that worked ---
error is in both 2.63 and 2.66

--- Short description of error ---
setting map uv node alpha to 0 does not always produce a solid white alpha channel.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
see attached images. if we enable a set alpha node after the map uv, then the resulting alpha can be fully white, but we shouldn't have to this step if the map uv's alpha worked properly.



Event Timeline

please upload a blend with a simple example of the problem.

attaching blend file made in 2.66, compare the map uv alpha results with the set alpha node muted and unmuted. surely a map uv alpha value of 0 should produce the same solid white alpha channel? but currently it still mixes in some alpha.

i'm having trouble attaching the .blend and it's less than 700 kb, trying again.

If attaching doesn't work you can use http://pasteall.org/, the system on this bug tracker tends to be a bit unreliable.

thanks and i managed after a couple of attempts to attach the blend file. i hope one of you guys can check it out soon.

why is the status of this ticket still "Incomplete" when i uploaded the .blend file as requested?

There are a lot of reports we have to handle every day, that is all. Changed to "Investigate" now.

Hi Ratty,

this is not a bug. It is the way the node works. The apha setting is a threshold setting, not a set alpha option, more information at:
http://www.blender.org/development/release-logs/blender-243/composite-uv-map-displace-id-mask-and-z-combine/

Jeroen.

Jeroen Bakker (jbakker) changed the task status from Unknown Status to Archived.Feb 26 2013, 6:55 PM

understood, and thanks for looking into this jeroen, and thanks for the link.